Since both Demigod and SupCom are built on the same engine, it's not suprising that the two games have similar techinical problems.
One of those I would identify as critical is the intolerable amount of bandwidth the game requires from each player in the game.
For those not privvy, this is how the current system works:
Player A hosts the game and B, C, and D join said game. A connects to B C D. B connects to A C D... and ecetera. That means there's 3 connections for each player and 4 players in the game, resulting in 12 total connections. Each connection is critical to the game, because if one fails, the lobby returns a "nil" and the game cannot start. In short, for n players, there are n P 2 points of failure.
Every single P2P RTS I've played has run into this problem. I.E. In Age of Mythology, larger custom games were a pain to host simply because people could not connect to each other.
The nil issue isn't even the worst offender in P2P models. In SCFA, 3v3 and 4v4 may take ages to start because someone with a CONE NAT joined, but of the games that launch quickly, about 1/8-2/8 are also quickly aborted due to lag. The P2P model is highly sensitive to a poor connection because of its bandwidth requirement on all players. A 8 player game in SCFA would take a stable 150kbps to run smoothly, not including the overhead, and obviously, not everyone can cough up the required bandwidth.
GPG/Stardock needs to take a serious look at this problem. Among those that killed SupCom's population count, network lag ranks among crashes and high system requirements (aka scalability sucked). Either strip down the bandwidth requirements or move to a host to peer model, like WC3's custom games.
TL:DR - Bandwidth sucks and Demigod's sucking up alot of it.