Though the random factor can sometimes change the outcome of attacks (more so on the higher end of strengths, just based on percentages), in the end, it means the attack system is mostly predictable. Plotting the results of a large sampling, here are the results of an attack of strength 3 (top-left), attack strength 7 (top-right), defend strength 3 (bottom-left), and defend strength 7 (bottom-right):

This means, of course, that a unit of strength 3 could never overtake a unit of strength 7 (of the same type):

I'll soon be creating a test world that will use an alternate attack algorithm. Rather than a slight random variation, it's going to adjust the strength value using a normal distribution (a natural bell curve), still adjusting slightly for an advantage for defending over attacking:

So, this means it will be entirely possible (though still less likely) for a unit of strength 3 to overtake a unit of strength 7:

Stronger units will still overall be more likely to win, but this will definitely add a lot more chance and unpredictability to the battles. The battles will depend more on how well your particular units perform in their battles that day than just who can build the strongest units.
To some degree, I'm sure one can argue that it even adds a bit more realism to the units. Down the road, I could even see adjusting the game so that each unit now has an experience level, where new units have wide bell curves and battle victories increase experience and tighten up the bell curve a bit.
Once the alternate Game Cycle is ready to go, I'll likely be participating in the first test world to some degree so I can see how well it works firsthand. (I also need to record various videos to use on a new Global Triumph blog I'll be launching soon, so participating in a test world would be a perfect opportunity.)