NOTE: This is a competitive 1v1 perspective of balance.
Eldar early game is too weak. Their line units just are not efficient enough to go up against their Ork and SM counterparts. They are built around hit-and-run, but since their damage is a bit sub-par on their units (compared to Lootas or Stikkbombs or Flamers), they end up not being able to hold an initiative. On top of this, Ork and SM will often go for hard early game pushes, forcing the Eldar to stand and fight (which Eldar are not good at due to their low HP). Likewise, they are very bad at pushing into Listening Posts. Before this patch, their early game was WAY too strong, now it's inefficient. Eldar consistently feel like they are on back foot early game.
Contrasting Eldar, SM early game is now too strong - their line units are extremely efficient with good stats of HP + Damage for only marginal extra costs relative to Eldar units. Their early vechs often outclass both Eldar and Ork vehicles, giving them a powerful transition from early game into a tech-up that is harder to pull off compared to Orks and Eldar.
Orks are mostly fine, but do have several gimmicky abilities and units left that make them rather annoying/imba to fight: Stikkbombs, Nobz taunt, True Damage Auto attacks on Killa Kans, Stormboy scrap 1-shotting buildings.
- Big Trakk could use a look since, for a t3 tanks, it's damage is not superb (although the utility of mines and artillery is good) - only encouraging further investment into killa kans and Deff Dreds. I've played SM and Eldar extensively but not Orks so I'm not too sure about their intricacies.
Vyper/Deff Kopta seem really weak vs land speeder - even if they cost a lot of power.
Listening Posts and power generators a bit too easy to get up relative to their potency.
Small maps encourage brutal rush strategies that can be hard to come back on (especially being forced off the middle - leading to a bit of a snowball effect since your opponent can consolidate those points, all pretty close to eachother - holding the middle pretty much you hold the entire map.). On the other hand, big maps like K'homets, Crucible of Vaul, and Solarion's Gate, do not suffer from "all contest points straight down the middle" and has unique and interesting placements of strategic points - encouraging long and drawn out fights like RTS games should!