In the recent weeks, xeno maturation time has been drastically lower than before, which has resulted in a fundamental change in the way rounds play out. Now, xenos have the ability to contest the colony side of the map reliably, and often decide the outcome of the round before marines have even built a basic FOB.
Due to T3s being available in mature forms much earlier, xenos have the freedom to engage marines as soon as they land, without risking as much, both because they are stronger in general, and because any losses can be replaced much faster.
Personally, I find this detrimental to gameplay, because in my opinion, marines should start with the ability or at least strong possibility of holding a large portion of the map. For example, DEFCON requires map control, which xenos currently have the strength to deny quite effectively.
Examples for why this is bad:
LV, whenever the bridge has no fog, the battles are at Hydro or further away for a long while more often than not. No more xenos holding the bridge, they don't need to, and it's simply a good killing ground for marines if they manage to push past Hydro.
Big Red, squad wiped in engineering as soon as they land are more common than I feel comfortable with. I've been both wiped and wiping on several occasions, and it was disturbing easy.
Prison, xenos usually engage at the worst chokepoints of the map (library, maxsec-infirmary), which is not pushable at all without good CAS or solid OB.
Ice, tcomms is often under attack very early. Other than that, xenos like to hold back underground, so Ice is least affected from what I've seen.
My proposed solution:
Return the upgrade timers to previous values, but make them decrease as the round goes on / Queen upgrades. This would slow down the early round a bit, but allow xenos to become the lategame powerhouse.