Lascannons: Their damage got buffed awhile back I don't think it was needed: now they are not only effective vs vehicles, but even pretty good vs infantry too (way better than other anti-tank squads) - their damage warrants a slight nerf.
Beauty's Kustom Forcefield Doctrine: One of they key counter-play design intention was to have WAAAGH towers take extra damage while channeling - giving the enemy a window of opportunity to push in and stop it. However, this doctrine essentially make all your Towers invulnerable (to ranged) while it is active. It makes pushing into Orkz waaagh towers from difficult into a nightmare - it's seems too strong and needs to at least be breakable by concentrated fire.
Scout Spam - the combination of cheap squad, invis, good sight range, quick, AND chain CC stuns + doctrine just make this strategy way OTT. A change to blind grenades (like moving them to scout snipers or making diminishing returns on chain-stuns from same ability) is warranted.
I want to re-stress my point on power generators: https://community.dawnofwar.com/discussion/14167/power-generator-change
Ronahn/striking scorpions (ninja nerfed?) were overnerfed imo - especially comparing them to Macha or other Elites on SM/Ork side.
The Boyz vs Tactial fights seem a bit too much in boyz favor - but I'm not entirely convinced of this yet. However, what is true is that Orkz have a very easy time pushing back marines due to cost efficiency of 300 requisition melee unit vs. ranged unit with half their melee DPS. Tactical melee/ranged DPS might need to be looked at but this concern is the least strong on my list here.
That's it - what do you think?