Zerg is always ahead in workers and in supply in a typical game.They are also the 1st to max out. So i do not see how toss gets better economy as well with production.
If your comparing macro mechanics such as chrono and larva, chrono use is limited by the toss's ability to support their production with their econ. Chrono does not even put toss ahead zerg in worker count. Worker count is only usually higher for toss when zerg is waiting for their 1st hatch to finish and that period in time does not last long.
The use of chronos get worse while the game drags on as u have less things to upgrade. The most beneficial uses of chrono are probably on upgrades and robo/stargate, as the usefulness of chronoing workers grows less throughout the game.
You may use chronos on gateways, but if you are macroing well, you should already be low on resources and chronoing gateways will just put your gateways off sync. Which is why chronoing production is still reliant on economy and why its regarded as the worst of the 3 macro mechanics.
Chronoing probes puts your worker production at a higher rate than zergs, all while making units. To beat toss' production, you have to be making nothing but drones from two hatcheries, one with a queen. This is impossible if the toss decides to pressure you at all.
Terran's Mule is basically the equivalent of four probes. Toss need to be four probes ahead to stay even economically with Terran, and this works out naturally for them if they use their early chrono boosts on their nexus. Keep that in mind: protoss can keep up with the economy of terran on equal bases, needing only to stay ahead by four probes for each OC the terran has.
Using constant well-timed chrono on your nexus, It's possible to reach full saturation in 5:38 with constant probe production. This uses 7 chrono boosts. (You'll get another chrono boost immediately after you finished saturating)
Non-chrono boosting results in saturation at 6:48. If you chrono boost non-stop to get full saturation, you get around 415 extra minerals at 6:48.
Now we know that 5:38 is a completely saturated base (minerals).
Protoss can easily continue getting cannons and warp gate in this time. Chrono boosting warp gate instead of your nexus (first CB would be on your nexus) is a cost of 261 minerals that you would otherwise normally have at that time. Heavy, but not huge.
Protoss can't make up for it either; using your 7th and 8th CB on your nexus results in a cost of 243 minerals that you would normally have under constant CBing of your nexus.
Why is this?
Because two workers brings a mineral patch to near saturation. Your first and second worker on each patch will mine at 100% efficiency. Your third on a patch will mine at 20%.
Full saturation is three probes on each mineral patch, but two probes on each mineral patch is
nearly as good. The amount you gain for having a third worker on each min patch is only 20% of your actual income per minute. If your IPM is one hundred minerals at two workers per patch, you're only making an extra twenty minerals at three workers per patch, on average. This is why maynarding your workers is so effective. Having 16 per base is much better than having 24 at one and 8 at another.
Note: If the toss is fast expanding, the chrono boost on the nexus after warp gate actually becomes valuable again due to the transfer of probes to the expo
The only way zerg can compete with toss production is to build a hatchery ASAP and not miss any injects.
Every unit made, including our overlords, is a missed drone.
The only "advantage" Zerg has in terms of economy is our ability to get an expansion down at only 350 minerals (300 hatch, 50 drone) instead of 400 (woop) and being able to get more optimal mining numbers (16-20 for minerals per base).
You ever hear zerg players saying "We have to be one base ahead to be even"? That's why. We can't produce workers at the rate that you can early game because we have to build units, and by the time we can produce workers it doesn't even matter anymore because we're only getting a 20% increase by adding an extra 8 drones(400 minerals). The "advantage" zerg has is getting the third hatchery down. That's the big deal for us, getting our third.
Second base? We need that to stay even with your worker/army production.
That's why you see so many protoss four gating and cutting probes. The math works out incredibly in their favor because the whole "you guys can make drones super fast" doesn't mean **** because by the time we can, you're already at at least 16 workers on mins and so are we. Every extra probe doesn't give that much without another base, but because of your pressure we have to spend our drones and larva on spine crawlers, lings, and roaches. The moment you get a second base and start chrono boosting two nexuses we're way behind.
Late game? Yeah, we've got a good thing going for us because we just hit "5" then make larva into drones and fully saturate a base with one round. That's awesome. We just can't ever get there.