I'm actually quite disapointed with this patch. I feel your trying to please everyone, and not actually balance the game. Pleasing everyone is good, but sometimes, not everyone knows whats best.
1. Scrab buff is a good idea, reducing cost/tech or what ever your doing seems good. But a nice ol path fidning patch would be very nice. The Scarab gets confused trying to walk over a small pebble.
2. I agree, nice fix.
3. Grunts really did suck against air. I suppose fixing this aspect will help them, but really though, they need a bit more than this to become anywhere near usefull.
Those I agree with what your doing, I have many problems with the final two.
4. I am torn as to wheather the Arbiter needs a nerf or a buff. On one hand, you have a leader that can not beat other leaders in 1v1, and in teams, the Arbiter is good. But, I do feel however his Rage is a little to OP. Early game, if the Arbiter finds a small group of Hogs, they all die. Now, I agree if the Arbiter player was skilled or lucky enough to find them, and saved up money to Rage them, then the Arbiter should be able to kill them. What I dont agree with however is the fact the Arbiter will take no damage. So this nerf is acceptable, if the numbers are changed correctly. But, I think you should address other reasons. Perhaps if it was possible to rage and attack units in reactors, that would be sweet.
5. NO! Do not do this. Alot of people have been complaining about Gremlins, and I do agree they are perhaps a little too OP. Early game in 1v1 they can be used to bully Forge and Cutter into a corner, but I think rather than bring them down to an acceptable level, you've been listening the the cries, and your detorying them. This patch will hit greamlins too hard, and make them unuseeable, in anything but low level 3v3 games. Without these, Anders economy is really going to slow her down now. Anders can now not keep up with Forge or Cutter. Both of them can out Hog Anders, and afford turrets, and to tech Flamers ready to counter the Marines Anders will have to make.
Rather than making the power of the unit, equal to the tech required to build, why not nerf the power of the unit. Why not make it take a little more damage against Warthog type damage. I think this will be a good nerf for the gremlin. It can still be used early game, but its not as deadly. Hog can sorta kill them. Nerf it so the Gremlin becomes a sort of soft counter, rather than a hard counter.
They should do much less damage to infantry, so Marines are a counter, rather than getting kited.
Perhaps even reduce the building damage a bit, so basicly the unit only becomes a stun, rather than a stun and kill.
Don't change the tech required to build a gremlin, just change the power of the unit.
I very much feel you've quickly put together a patch you thought people wanted to hear, rather than trying to balance the game. Please don't do anything hasty, and think about an actual solution. Don't just stick a band aid on this, and hope the problem goes away.
I would also like to suggest that we you press the D-Pad button to jump to your units, that it doesn't jump to units in hooks. VERY annoying. Also, Suicide grunts need alot of fixing. If you could give me a littl feed back on this, I would appriciate it, and I would know your listening to us.
Arbiter is 1337!