Like it says in the title, the higher a building is I believe it should take a bit longer to level up but not to the point it is now. From lvl 23-24 barracks it takes 160hrs (this is with 40% reduced build time from research and command center) and only merits an extra 50ish AP. Coupled with costing 100k-120k in almost all resources. It's kinda getting silly waiting 1 week+ for 1 upgrade that doesn't do much. Now if say you bought yourself some nice shiny gems, a quick division comes down to 9600 gems (160/5 = 32 purchases of 5hr boost at 300 gems per), or nearly 64$ USD. That's a lot of cash for one upgrade if you go that route, if you don't that's still a lot of time to wait for a near non-existent gain. I just used the barracks as an example but it still takes 3-4+ days for any of my other buildings to upgrade and I'm at the point where I'm just donating spare resources save for gold (damn you expensive repair costs!) to my guild because I have a full building que and my storage fills up faster then I'd ever be able to spend it. I understand the need to grind and wait, but if that's the case at least let the wait be worth the time, not being able to even field a lvl 0 light infantry or equip a really nice epic doesn't constitute anything more then a giant barrier preventing players from seeing an almost non-existent gain in their gameplay experience. It takes days to acquire the resources, but weeks to build a building is what it boils down to.
A couple solutions to this could be to make a max cap, time wise to say 4 days. Allow for multiple buildings to be built rather then just queing up and waiting for one building to get done (this would increase the use of the AH buying and selling, as well as make players want to purchase the expensive research related to it). Or you could also simply up the productivity of said building, ie rather then 50ish AP for a barracks it could be 100 with a long build time, that way you could at least see a difference, albeit a small one that wouldn't unbalance the game itself but a fraction.
Personally I like the 2nd option the best, simply because it stimulates growth and development among all players, and to counter more buildings being constructed, it could keep the long wait times to help keep the game from developing way to quickly and end up burning itself out. The third would probably be the hardest and most time consuming due to balance issues and a donator with more cash then sense could cause a nasty backlash to the overall gameplay of others.