We all know that in revolt worlds, DLU strength vs myth is not as much of a problem with the 140ish% defense boost from the wall, plus 10% more for a tower. For revolt worlds, the flyer buffs make people feel good, generate a lot of spend, and some annoyance... as they splat against walls and merely assist in the offensive strategy. A big spending team might slow the tide of a war during an event, but it generally isn't game-changing, except for a couple of the most myth-producing events that might occur in pivotal times. So the existing balance in events and power is probably well-suited for revolt, even though I don't like it. I don't think buffed DLU tokens are as necessary there, or would be purchased often.
In CQ I agree the balance is broken. Even if equally heavy golders sit on both sides, the offensive player "wins" the gold war.
If you introduced a second flying defensive myth (for speed, size of nuke, and ease of sending), and made the event tokens split between the offensive and defensive flyers, of equal pop value, not nerfed on the deff ones... maybe people would buy them. I think the major reason people would continue to buy the mants/griffs instead is because it's more sexy to smash things offensively. Most people don't gold hard to be the best defender in CQ, especially with no walls. This would, however, level the playing field a little more, especially if you could send them to a siege, and people would still get the joy of buying myths.
But if we take that concept back to revolt-- if I had that same flying myth available in events at the rate I'd suggest for CQ, or similar land-based defensive myths, it would overpower the defense too much.
With the two game types being so different, walls vs no walls, it's very difficult to find a balance to optimize both game modes unless you introduce a defensive unit or token to CQ that doesn't exist in revolt. Years ago CQ players built walls, but moved to no walls as players realized this imbalance and took advantage of it. Now for years no walls is assumed to be the way to play. A better question might be to step back and consider if that in itself is the problem the myth tokens created. Is what we consider the norm, no walls in CQ, without ever considering another strategy, actually a symptom of this broken game mechanic?
If you went with no myths in events, and similarly sized normal offensive and defensive land and sea unit tokens instead, that would not only eliminate the myth overpoweredness in CQ, it wouldn't really affect revolt worlds. Players would still spend as much because most spenders buy to overpower their enemies, regardless of what it is they're purchasing. Right now they are choosing the most powerful option available. In this scenario players would have to favor farm and build myths, and it might force more strategy across alliances in CQ to decide whether or not and where to use walls. Where to reserve no walls and myth breaks vs walls and DLU snipes/support with LS breaks. Could be an interesting shift. Anything creating a need to stop and think if you really want to blow your myth nuke would be a good change.