Due to the damage scaling sniper units received in order to compensate for the flat 30% hp buff across the board for light infantry, snipers have now become the only severely lethal units in the early game. This is fine but due to the combination of their advantages and the fact that their damage was scaled while most early game elites did not get extra hp, means that in team games where closing on snipers is difficult and one player can go very heavy on snipers without sacrificing much, snipers are a bit too strong.
I played a few games where I spammed rangers last night and a few where I tried not to and instead fought against ranger/sniper spam trying to use counters to defeat them (banshees with quick strike, striking scorpions, macha with the kinetic explosion buff, etc.). In the games where I went for rangers, I had an almost laughably easy time claiming the map, generally pushing my opponent back quite quickly and forcing a rotation which I simply retreated from ahead of time (boneseer scouts for early warning) and got off a few volleys as that opponent attempted to close. In my second attempt, I added the newly tougher Ronahn and I actually laughed out loud a few times at how fast this setup kills compared to everything else now in the early game (obviously snipers are basically useless against vehicles. But are still quite potent against listening posts/generators/buildable turrets).
Super long range
Very high damage, low TTK on early game elites and entire squads
No tear down time
Any one of the above advantages could be shifted or offloaded onto a tech upgrade or doctrine to balance things. The main problem is you don't even need to take any doctrines for the snipers/rangers to have an incredibly powerful unit. This means there's no cue to your opponent that you will be spamming snipers until the first volley pops off at whatever contested point you meet at. That first volley will confer a substantial advantage removing models with no chance for return as snipers do not suffer tear down time and can simply retreat back to objectives/listening posts if you choose to approach.
Snipers are also very cheap and come from regular production buildings and, in the case of SM, require no additional tech (such as an armory or t2) while rangers only require the relatively cheap unlock.
My suggestion, in the spirit of the new update, would be to tone down their damage as it all but invalidates early game elites (4 un-upgraded rangers can put down any early game elite in a matter of a few volleys). However, if the damage must be maintained at its current level, then I suggest either scaling their cost (to force a larger power investment and delay t2 longer in order to achieve the same mass of snipers/rangers that currently dominates team games) or to baseline require snipers to tear down their weapon setup to move again after setting up and offloading the "tear-down-less retreat" onto either an upgrade or a doctrine.
IMO, snipers should be a support unit. Not a spammable unit. If you spam them it should come with the same drawbacks that spamming setup teams does (low maneuverability, high vulnerability to melee and jump-in/knockdown mechanics) and also require a power investment that is substantial enough to set back T2 or other upgrades. It should also hurt a lot more than it does to lose models in these squads (or entire squads).