I apologise for bad English (I am not a native speaker) but at this state the game is totally imbalanced in many ways.
The new patch made it even worse. There is an imbalance in using tactics and especially by playing phc vs sub.
First things first: The most players I played against don't use any orbital abilitie in order to win fights for example countering and emp with regeneration. I made over 200 games and that simply does not happen. But I have problems against a lot of sub players even if they dont use such countering abilities. The difference in winrate by playing phc vs sub and phc vs phc is impressive and it gets even worse if I only consinder the games where the sub player does not make brutal mistakes -> so the imbalance is obvious. The only way I was able to win vs sub if the subplayer is competent is having the dreadnought first (the opponent don't care or made a mistake)
The new changes made it even difficult to play vs completely newcomers because you made air totaly useless and only working against players who just don't care about air defense and you can harass them and stopping them from expanding.
Does it make the game better if air could lose nearly instantly all hitpoints by stopping the opponont from expanding while there spawn neutral anti air -> so that is not even a possibility now -> too much effort for too much risk -> one less opportunity -> less interesting
In fact air is absolutely weak and not worth the minerals. On question: Why does ground anti air kill the air so impressively fast and fighters need minutes for that and then get raped by passing neutral anti air by following bombers which needs minutes... There exsist an argument for that but not like it is now with your beautiful raping neutral anti air. That just forces the player to micro that fighters with the effect that you reach your destination by maybe raped air units with a few hp left. Sorry but that is absolutly bullshit especially if you call your game not micro intensive.
You cannot use hermes in order to harass the enemey, you cannot use air so whats the point in having them in the game. Going for air is risky and you made it even more risky with your neutrals by not giving great opportunities.
The balance in the midgame playing PHC vs Sub is just not fair. If you do not scout that the opponent mades "Drohnenschwarm" (German name for that) you will just lose even if you have static defense vs air. And now you have problems with scouting by neutrals having anti air. I dont see a situation in which sub has to scout in a similar way. Some sub units are so cheap and powerfull its just insane if you compare them to phc. It's a shame.
Your new unit is just a waste of quanta. Where should I drop that useless unit if I cannot get air dominance.
Some maps does really have balancing problems concerning the new "Drohnenschwarm" unit as a neutral with the old balancing problems of the maps still exsits. One example: on a symetric map neutrals attack the nearby regenerator by you capping and on the opposite position they do not. Because of such things you lose the game because your opponent has the "good" regenerator... If you cannot create maps manually simply build a symmetric function for creating maps.
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In order to make your game more interesting: let us build defense faster for the same cost in order to hold an attack which would be very intensive but at the state now its extremly difficult to have a comeback and thats just frustrating and bullshit. That is the same mistake they made with stracraft2 in comparison to broodwar but its not as problematic as in ashes. This is in fact really needed because of the costs of the engineers now.
We need a fair balance in phc vs sub
We need harass which works
We need air which works (possobilitie to move faster over the map so whats the case in air if you cannot because of your neutrals)
We need balanced maps (I talked about)
We need comeback possibilities (I talked about in more detail)
I am tired to talk about obvious problems but I hope you will do something in order to enhance the game.
Update:
-If the Sub player rushes u on a small map with "Drohnenschwarm" unit you cant defend that as phc in a usefull resource friendly way.
-I don't see a point why sub can rush phc with fighters without any usefull help for phc to defend that and even being able to recharge shields against neutral anti air creeps, it's just not fair.
-It is more imblanced as I firstly thought phc's start does not even keep up on air, ground and harassment -> in every way sub is more effective it's a farce