If your right and in a way you are, I would say it's bad game design. Watch this great Extra Credit episode about the "Noob-Tube" in COD and about balancing for skill
The argument is basically that your game will be dead or a refuge for a very small determinded community of veterans who will crush every noob who comes around if you neither give new players a technique which enables them at least from time to time to beat a veteran (the noob tube) or make it at least fun to learn the game. A game where you need a mentor to get past the cancer...well...
I dont see what the equivalent of a noob tube in SD could be but I think stuffing phase A with unicorns which are managable only when your a veteran and which are overall quite cancerous does not seem like a good idea.
I really appreciate your offer for mentoring, we had such a program for RD and I think it was quite successful but a game that needs that will have a very hard time getting players to the point to like the game so they then are ready to go for the learning curve. Thats the whole point: First the fun, then the learning. I am not going to put effort in a game which is not fun. I don's say: Ah, I just need to put 100 hrs into it, search a mentor and then I'm going to like it. There are poeple with that mindset, but not many. I think RD had it easier because even as a beginner you where not forced in situations where you ecountered challenges which you PERCEIVED as impossible to manage (Phase A unicorns, Firefly, off map whatever). You got smashed by units which you had at your disposal and the idea was: Ok, hes better at using them, I just use them need like he does, but at least I was able to hold position X for 5 min, next time it will be 6 min.
If Phase A would really be a Recon/light unit phase it would help new players because it reduces complexity and levels the playing field while the flavor and the real challenge would come in later in the game.
Edit: There was even a noob tube equivalent in RD: The helo rush