From the Department of the Obvious:
You don't have to concede anything in-universe because of the Savannah Master, because you can defend a strategic choice that says, "no, my force will wait two weeks to engage until my wing of Nightshades, Rippers and Cavalry VTOLs arrive at which point I will be content to hunt every last one of your Masters down."
You do have to contend about strategic flexibility. You can't, really, always take your most favorite composition into every fight and expect to keep the same situational advantages and disadvantages.
On the MUXs, for instance, we developed a situation with the Condor-L, J Edgar and, I think, a particular Drillson variant. These units were situationally so OP that 2 or 3 hover tanks were literally taking down 3 or 4 'Mechs every fight, which was throwing the whole game out of whack, force comp, economy, the works. So, eventually the site admins had to use the strategic hand and make some adjustments as to the availability, cost, etc. Piloting ability had alot to do with that, of course, but also some unintended consequences of the ruleset were at play, as well.
Over the top of the complaints about arbitrariness, noobs, maps with lots of random level 2 hexsides, the Sprintlink Lag Conspiracy, inferno srms, etc., however, was the very sound military principle that, yes, you develop an advantage with a specific unit like a Condor-L and JEdgar, then, off-map, I am going to be dropping conventional bombs on your factories and offloading pads, using AeroSpace to interdict your supply chain, etc.