If you look at the platformer games, they work better with
a flat collision Hull on the floor.
So the units dont fall off the cliff unexpectitly, but
exactly when the Cliff-Hull and Entity-Hull dont match anymore.
With elipsoid Hulls, the entity probably slide down when getting close to the edge.
I've tried to describe that problem in the AABB-thread:
"The first screen uses a faked box-trace that achieves the desired effect/ movement, the second horizontal line demonstrates the problem with OBB-USE_BOX-(gravity) trace:
(Ignore the bright blue box, the dark blue box is the bounding box.)"
A box-trace would help here.