So as some of you have seen from my replays I am not the greatest player, I don't play ranked (due to no interest) however I have had plenty of hard fought matches in custom battle from 1v1 to 3v3. Since I primarily play Eldar I thought that post-patch with their new balance dropping and about 100 hours or so invested in the game thus far I'd do a play by play review of Eldar. I do play the other races and I have a 100% win rate with SM however I don't post those replays mainly because I forget to save them, I stopped playing SM a while ago. I don't play much with orks and need to practice with them more.
My style with Eldar is to be as aggressive as I can trading units early and bleeding models where necessary.
I'm gonna start with basic units and move on to Elites last because it's important to discuss their synergy with a few basic concepts already in place.
Bonesinger: Can build a shield which is expensive, otherwise standard builder. The nerf to their teleport was probably unnecessary. Starting on a cooldown is enough.
Dire avengers: still very poor ability to trade with enemies. The idea that they have a tiny range advantage, no notable damage advantage, no notable speed advantage (except when under FOF) and no FOTM means you engage and then retreat straight away because your guns overheating mean there's no point in staying in a fight. The strategy of dire avengers is one of retreat, but what do you do when you run out of ground to lose? Their low damage makes killing melee squads hard leading ranged enemy troops to just run in to melee with them and kill them in melee because they don't have enough speed to escape. Especially weak vs orks, Dire Avengers are functionally useless and every eldar player I've seen rushes for banshees and dark reapers because these two units actually are good/better. Dire avengers are overcosted at 330rq and should be cheaper or made more damaging in some capacity. They are literally the worst unit in the game. It is possible to band-aid some of their deficiencies with doctrines like +10% shield or stronger grenades however other races don't need these kind of band-aids to make their most basic unit function in the game. For orks and SM doctrines outright improve their t0 fighters in some capacity and change or add new functionality like tireless/slowdeath or Ork thumpfromdasky, Eldar need doctrines just to make DA's viable at all.