It's an easy enough thing to try out. The original reasoning behind the lower multipliers between campaign & RTS was that we wanted to give every player a chance of making a difference through skill-based play. The higher the multiplier, the more that goes away, but indeed, I can see the case for it.
I think we might be best off attaching a slider to this one though, because I'm sure not everybody will want to be chance less in battle, especially the players who are participating without any starting units in 4 player matches.
I can see you reason behind it.
Maybe a slider would - as long as it doesn't take to much time implementing and balancing it - be a good solution. Or even just a binary toggle between the current iteration of the RTS combat, and another one that favors the "campaign units" a bit more.
E.g. by increasing build times and cost across the board, increasing the multipliers that decide how many initial units you have and lowering the total number of ressource points a bit.
This should slow down the RTS somewhat, make initial troops much more important and decrease the discrepancy between campaign and map unit numbers.
The downside will be indeed that even with good skills it will be much harder to turn a very uneven battle (but again I might argue that this is how it should be).
A totally different approach (and this is just purely hypothetical) might be that you don't actually build new units in the RTS part.
The RTS part would consist of deploying your units and capturing building sites which can be used to build defensive structures (turrets) and repair/healing facilities, as well as buildings that provide a boost to your units.
Each unit on the map gets you a squad in the RTS part and recruits can be used to replace units in a squad - if the entire squad is gone then you lose that unit completely. The supply cap could either be removed or apply to defensive buildings instead.
Potential problem there: If you screw up an attack, without getting new units, you can't recover from it.
And further, if you don't bring certain units to the battle (say shamans), you can't use them and will have to rely on immobile structures to fill in the gaps (like healing).
Man, I don't envy you guys for having to make all these decisions.
It's impossible to please everyone...