The problem with Dragon Commander is that it's a bunch of individually good to great components joined together in a way where they prevent each other from shining. You have a cool dragon-with-jetpack mode, but it restricts your ability to order your troops and is also on timer, meaning that if you succeed hard in the RTS mode, you won't really get to see it. You have an RTS mode, which is surprisingly competent and works quite well, with good units and combat mechanics (but bad base building and lack of unique maps), but unit production doesn't mesh with ability to manipulate units in TB - with big enough TB army you can blitzkrieg the map without producing anything and whatever you have produced disappears when back to TB. Of course if you blitzkrieg the map, you don't get to be a dragon and play with cool jetpack. And of course you have TB mode, where if you succeed, not only you will have no opportunity to play with your dragon form, due to RTS timer, but you may not even need to get into RTS mode at all.
In short you have three different modes that undermine each other instead of working in concert. And lack of unique maps.
Plus I really miss the early "fantasy Homeworld with dragons and magitech airships" feel - rooting the action to the ground in some way was necessary IMO, but not at the expense of all the cool aerial stuff - it should mainly provide context and support/capture mechanics.
A Dragon Commander with well integrated gameplay modes (I would start with no unit production in RTS or segregated strategic units (which you bring over from TB map but cannot produce in RTS) and tactical units (not tracked in TB map, but produced in strategic units during RTS), always being in dragon form during battle and having the ability to toggle cursor), UNIQUE content, and, for example, surface/cloud mechanics from DOS could be delicious.