Early game, huntresses can blanket an enemy force with stun arrows to deny a large part of your enemy army an entire turn, which can be massively helpful. Don't be afraid to use them constantly. This especially helps in terms of moving into range for an attack, since your huntresses can move maximum range, fire their stun arrows, then move a tiny bit somewhere more reasonable and start firing a ton of regular arrows. The fact that they can ignore cover just makes this even more effective.
If you're playing Promethean though, you will probably want to swap them out with Amazon Purifiers at some point, who have many of the advantages of Huntresses but swap out stun arrows for the ability to start fires.
Broadly speaking, one of the things I love about Amazon Prometheans is that you can put PyrX Absorption Panels on your Arborian units, which would normally be weak to fire, and create an army of tree creatures that actually heal faster when standing in fire, which is pretty wild. Especially when Arborian Sentinels can use Promethean mods to burn terrain with their laser turrets. Combine that with their shield ability, and they can become extremely sturdy, rapidly-healing weapons platforms.
Promethean mods are incredible on Tyrannodons, though. They become extremely formidable late-game super tanks, able to set things on fire from a distance and then close in to heal from what harmed their enemies.
That said, there are loads of interesting ways to combine techs with Amazons. Personally, I love Synthesis Amazons, who can use Synthesis cyber-implants to supercharge their animal units. Network Nodes can empower Arborian Queens to go all-out with their abilities every turn, and Compromised machines can get absolutely rinsed by arc-modded biochemical units.