Walls were nerfed for reasons, please do not buff.
Aoe3 late game/scaling is not balanced in 1v1 supremacy.
Walls need to thread the line between not allowing every well scaling civ to bypass its weakness to autowin and allow for enough defense to be useful. Walls are currently very useful and we see it time and time again.
This is especially pertinent on DE where every qs map has TPs (favors age-up play, biases games to last longer) and a lot of safe res. Walls on legacy were way too strong but were typically only abused by players going water since maps had such few res that walling would starve yourself before you could leverage your better scaling and shipments. Water was so broken back then too, it was a whole mess. Just a bit of history. Walling incentive for every day maps is strong on DE.
Poll a significant pool of top players and, I’ve been around them, been a part of them, they’ll likely agree en masse wall nerfs were justified and buffs are not. In fact, there is still discussion whether walls should be further nerfed.
The mortar change (bonus vs walls) was generally well received. Bastion is very strong.
“Players don’t make walls = walls must be bad” is 1) hearsay and 2) flawed. Could just as easily say, “OP makes walls = walls must be too good.” For starters the premise is actually true, and Rank 1 player after all.
For the subjective argument, (bastion) walls make the game slow down to a snail’s pace. They reduce the whole of aoe3’s diverse combat annd dynamic gameplay into culverin vs culverin for falconet/mortar. Which has balance ramifications as interciv scaling is dissimilar and access to artillery is dissimilar.
Rushing is not a dominant strategy on ladder. If rushing is not dominant, there is no reason to buff walls. Bastion already performs well. Imagine a 5w structure so strong you’d never build more than one 5w layer, what a bad argument. Of course you still would, because it’s 5w and would perform even better. That argument would only register if walls were made so laughably strong that it would be impractical for anyone to ever breach them, which is obviously horrible design.
Bottom line is there should not be a mechanic to force the game into the unbalanced late stages which OP is arguing for. It would not add strategic depth but flatten it.
Reductive to make appeals to walling across the entire RTS genre. These are different games.