I am going to throw my two cents into balance suggestions.



1- Cleansing beam is too powerful to buildings and to units, especially level 3. Even with good splits you take a lot of damage and lose upwards of 1/3 your third of your army dies as well, if you don't see it than all your army. It is actually better than a lot of ultimates. I find it even worse in banished mirrors, because you can't really attack in to a base when they have cleansing beam (level 3 basically kills banshees in 1 second with a large aoe). Reduced damage versus buildings is a must and if the damage output to infantry is the same than the units need to be able to run away so far reduced speed, or it can keep the speed but not the damage.



2- Kiodiaks need some help they are super population heavy, take a long time to build, take a long time to set up and frankly aren't really worth the cost.



3- Sentinels should get that 1 pop increase and the stats slightly buffed change to round them out, especially with all the aa buffs.



4- Scouts I actually think scouts are not too bad, could use a slight buff versus light armoured, cheaper upgrade is a good idea and yeah the grunt mines are actually way to powerful against them. I have had a far amount of success switching to them to counter rushes.



5- Marines, for the love of god don't nerf them. Banished have suicide grunts which make it dangerous to even go large amounts of infantry, not to mention Rangers just got buffed. For UNSC flamers handedly beat them they are fine as is in the early game. I do not see much of a problem with them at all.



6-Retriever Sentinel could use a nerf it's damage versus buildings halved and only by like 15% versus tier 2 vehicles. Air can avoid most of the damage but it is difficult to make aa work against it.



7- Tanks/heavy air I agree with increasing building damage.



8- Cyclopes could use a small health buff but are otherwise fine.



9- Warthogs if buffed need a minor one. Like 3% Health or damage.



10- Breaking Banished! By far the most important thing that needs to be addressed! Sitting on bases is too difficult to break in this game still especially for unsc.

I know you know that i'm going to suggest this but nightingales smoke needs to affect units under it to force units out of the shield/shut down mega turrets/reduce incoming damage so that they have more of a chance opening up the base

Shields also could be more fragile.



11- Scarabs could use a nerf in my opinion, increased cooldown on their immunity ability, reduced damage versus buildings (right now kind of melts hqs) or unsc condor needs to do better specifically versus it since right now scarabs roll right over the condor.