Those damn bears! Yeah good point about the counters to. They are there but are so weak as to be called counters. From the top of my head:
Curse or Elemental Attack/Spells vs High Armor
Doge or Blind vs Maul or low accuracy hard hitters
Single Unit vs Overpower
Spear vs Counterattack or High Armor
Haste/Slow vs high initiative
Elemental Attack vs Low Elemental resistances
Anything vs Ranged (definitely need a buff)
Fireball or Splash vs Groups
Regeneration + High Armor vs soft hitters
Maybe 1 or 2 of those can be considered a true rock, paper, scissors counter. The rest are meh, which means you can just build a generic super unit to take on everything (boring).
I think monsters should generally be harder but the lower end to have some fundamental massive weakness(s) to force you to adapt to your surroundings. There is very little adaptation at the moment. And then have large rewards for building certain unit / researching certain spell for killing the monsters.
This feature is what Master of Magic used to have--very tough battles with high level monsters that you can win early on with the right counter (which is not immediately available) with a reward which makes the beeline for the tech/unit worth it in the end. I think this is the only way to increase re-playability on this front as you cannot just use any generic strategy to win (which you can at the moment).
Anyone remember the phantom warrior spam vs those pesky Earth Elementals, etc? 