So I've read around the forums and watch the vods and all that, and this is my one-stop-shop post for what I would do for balance as of this moment. If you see a suggestion that was already posted elsewhere, then it's an idea I really liked and think would do well. Feel free to pick this apart and ask why this/that on things. Post your own if that's your fancy as well!
If you see me start using percentages to describe changes, then that indicates that I can't find the exact data through the Codex. These changes are less exact, and describe more the magnitude of the change than direct numbers.
Just as a side note, I'm not going to talk about maps or hotkeys or anything. They would be great, but they don't really pertain to balance. Bug fixes, while they do affect balance, are just assumed to be dealt with.
Listening Posts combined with the requisition income increase early on made LPs too rewarding, especially with the ILP doctrine. I've resisted the temptation to make further adjustments to the general economy, such as adjusting req/power rates, because I believe that better map design will be able to correct these sorts of issues.
Listening Post cost increased from 200/0 to 250/0.
Improved Listening Post no longer grants bonus damage.
A lot of these changes are here to even out early Eldar performance compared to what they could do later in the game when their potent T2 can come into play. Many lackluster units get decent cost decreases while some of the later vehicles like Falcons or Prisms get prices that more reflect their ability on the field. Webway Gates are now more potent at restoring shields to help compensate for the lack of early mobility in T1.
Webway Gate cost reduced from 150/30 to 125/25.
Webway Gates now start with the Improved Shield Regeneration effect.
Improved Shield Regeneration upgrade removed.
Warrior Portal Unlock Rangers cost reduced from 125/25 to 125/20.
Warrior Portal Unlock Shadow Spectres cost reduced from 270/15 to 240/15.
Soul Shrine Sensor Beacon upgrade cost reduced from 100/50 to 100/40.
Focused Beam adjusted to do more damage over less duration.
Banshee Rage enemy kill requirement reduced from 6 to 5.
Wraithknight's Command - Teleport Beacon removed.
Wraithknight's Command - Reaper Haste(WC-RH) added.
WC-RH decreases the setup and teardown time of Dark Reapers. When reaching Level 8, this Doctrine is unlocked to be equipped as an Army Doctrine.
Striking Scorpions health and shield increased to pre-nerf levels. (<- I'm trusting Vindi on this because I can't remember that ever happening.)
Macha Temporal Weave duration reduced from 30 seconds to 25 seconds.
Kyre Elite Point cost increased from 5 to 6.
I went ahead and evened out a lot of weird values I saw in here, but they shouldn't really have an effect on balance.
Bonesinger health reduced from 104 to 100.
Bonesinger shields increased from 156 to 160.
Dire Avengers shields increased from 492 to 500.
Dire Avengers Shuriken Catapults no longer overheat . (<- this one might be controversial, but I feel the earlier nerfs have done enough to make this ok)
Dark Reapers shields reduced from 504 to 500.
Howling Banshee damage increased from 64 DPS Normal Damage to 68 DPS Normal Damage.
Rangers cost reduced from 330/20 to 330/15.
Shadow Spectres cost reduced from 435/30 to 420/25.
Wraithblade health increased from 1149 to 1150.
Vyper cost reduced from 125/125 to 175/100.
Vyper shield increased from 125 to 200. (<- need to do more math on this to make sure it's right. This is meant to make Vypers scale better with shield upgrades)
Vyper health reduced from 375 to 300.
Falcon cost reduced from 175/250 to 150/225.
Falcon damage reduced from 60 DPS Normal Damage to 50 DPS Normal Damage.
Falcon area of effect reduced by 1.
Fire Prism cost increased from 100/325 to 125/350.