Pretty good changes, i'd also like to share my current opinion (in the form of a changelist)
Terran
- Marine: cost: 105 -> 110, shield cost: 75 -> 100 (mass marine is unbeatable early)
- Marauder: cost: 125 -> 120 (they don't even counter blink stalkers effectively, now that's sad)
- Stimpack: T1 -> T2 (too powerful early on)
- Reaper: i think it should stay double... but cost: 125 -> 135 (double means it's less of a waste of space, but it needs higher cost)
- Infantry upgrades: cost: 100 - 125 - 175 -> 125 - 150 - 200 (they do insane DPS, and a lot of them even scale)
- Hellion: cost: 100 -> 90, blue flame cost: 150 -> 100 (they are only marginally useful)
- Thor: cannons: range 7 -> 9, half damage + other half vs massive, stun disabled on buildings (building stun is just wrong, also the cannons short range makes thros suicidal. And they should not kill immortals so fast)
- Viking: make it a bit slower (so it stays behind other units), make them consider colossus as other air threats and fly up
- Medivac energy upgrade: cost: ??? -> 25 (no need to be more expensive than that)
- Raven turret range upgrade: cost: 50 -> 25 (same)
- Battlecruiser: Yamato Gun Damage: 150 can cast in on VR-s and vikings as well, half charge up time (should not one shot corruptors, but should take less time to actually hurt something)
Protoss
- Sentry: cost: 100 -> 110 (hallucination is too powerful)
- Dark Templar: add charge, cost: 200 -> 175 (they are useless)
- Archon: cost: 340 -> 330, +bio damage changed to +light (no need to be biased vs zerg)
- Templar: reduce cooldown on both spells (feedback: 3 sec, storm: 10 sec) (they are hardly useful, they never ever pull out a second storm vs competent players)
- Amulet: cost: 125
- Phoenix: make it ignore ground targets (like other AA units) (they are very marginally useful)
- Colossus: cost: 430 -> 450 (too powerful)
- Carrier: (warning, major redesign) make interceptors shootable, creates interceptors every 5 seconds (this could include a DPS adjustion, as well - this change is maybe not for next patch, but if Broodlords work how they do in the normal game - creating an ai blocking broodling every 2 sec - i don't see why carriers should not - this also makes it possible for terran to counter them with marines)
- Shield upgrades cost: 150 - 200 - 250 -> 175 - 250 - 300 (to offset archons a bit, also they affect every unit, so it should be expensive)
- Air upgrades cost: 175 - 250 - 325 -> 150 - 225 - 275 (too expensive)
Zerg
- Banelings: damage: 20 + 15 -> 30 + 20, add outer circles of splash: 100% in 0.75, 50% in 1.5, 25% in 2.25 (IMO the only way to balance this unit vs both terran and toss, that 100% across all splash is just silly)
- Roach: can you make them do the burrow micro once tunneling claws is researched? (damaged -> burrow -> keep distance to units with dummy attack like observer -> back to 100% hp, and there are enemies nearby -> unburrow) It'd be really cool. IMO cost is fine. (this change can wait ofc)
- Queen: add +2 sec cooldown on healing (it'd be better if it was just replaced with something else, though), AA damage: 9 -> 12, also, remove those carrots!
- Hydralisk: cost: 100 -> 110 (or make it itno SC1 hydralisk with 140 cost, 2 spawn, 5+5vs armor damage and a speed upgrade, could be shared with roach or smth)
- Fungal Growth: make it slow by 50% instead of root, decrease damage (srsly, this is the only splash spell that has identical damage to the normal game) damage: 9 per sec -> 6 per sec (+30% on armored can stay) (no comment, FG is the best spell in the game right now, makes melee useless, reveals stealth, larger area than storm, almost as much damage as storm, even more on armored, no friendly fire)
- Infestor: cost: 275 -> 250 (to compensate for major FG nerf, also this should make NP a tiny bit more useful)
- Ultralisk: add a speed upgrade (at cost of 25), so that you can choose them to move at queen or ling speed (there's a canceled speed upgrade for them - this is to make queen + ultra more viable)
(pertty long list...)