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+1, I can see a lot of utility potential for them.
Objectively theyre a suboptimal unit for both MP and SP unless youre trying to focus on theming your army/alith has some monstrous upkeep buffs for them. In SP, cost might not matter, but lack of AP is a serious issue, and kiting is entirely unnecessary if you can just smoosh your enemies with shooting. Given the choice, I see no reason to take them in SP over sisters of averlorn.
In MP it's a similar situation with the HE units being brutally overpriced thanks to their melee stats of dubious use. HE are not really built around kiting, though they can probably pull it off ok with shadow warriors. its worth keeping in mind that the core of WE kite builds is waywatchers and their monstrous 190 range AP shooting, not deepwood scouts, which is basically what shadow warriors are, and deepwood scouts are going to be far cheaper than shadow warriors.
with upkeep buffs I can pay 80 gold a turn for a lazer lizard
Which is useful for the first 50-100 turns only, at which point you have enough income to fund anything you like, regardless of upkeep reduction. At which point I'm looking at this silly, worthless buff, wishing I had something that still had an effect.
I'd argue it's still valid at Turn 150. If you're rolling in cash at Turn 50 get another army and send it in another direction. If you're rolling in cash at Turn 100 that means you can build all the buildings you like and send another army off in a direction of your choice.
It's only at Turn 150 that you find that getting another army doesn't really help...
Also, making the earlygame so cheap allows you to 'get to lategame quicker;' without those upkeep buffs you would still be poor at Turn 50 because you couldn't afford the building upgrades etc etc etc. Making the earlygame easier makes the lategame come quicker and better (for you).