limiting a jump would help the warthogs against the arbiter and any fast vehicular it wont help against slow moving unit is ie infantry or tanks or any units that got short jumped that move fast.
now the main questin what should his units be weakenss be, since you only really have 3 untis to choose from beginning. so pic unit you get his nerf in that area.
1. now if you want warthogs be threat then nerf his jump since he be microed but one i think that is poor early where to nerf at. also this wont matter since if units are baled up top where he hits hogs in rage and keep jumping since the distance will never be made so this would be iffy nerf.
only spread army be saved but then his speed needs to be major reduced since he run fast in rage mode. which can close the distance to make the jump.
2. second if you want against infantry it be his health gain since he gains max health gain killing 1 scorpian tank vs 1 squad member in which he has major op against infantry. make where the gain be portion it to the size of unit or make it where full squad marines eqal 1 tank and flamethrowers and jackals would only equal 1/2 but have to get it once the whole squad dies not doing a member dies.
3. lock in attack mode and killing unit for short peroid of time entering rage mode he can't cancle out of it if no units he still be wasting money, also when he attacks member he can't jump to next member until unit is died or for lock mode is over.
4. another once in rage mode makes all units freindly and foe be viewed as the same since he is only leader that can't attack freindly units maybe with this make controling more eaiser.
I think all 4 nerfs should be applied, 1 st nerf wouldn't make much difference if nerf 3. this would make arbtier be easier to fight but it still make him strong still but needs an army to protect him and invisibility would be needed since he be to weak in that tech field with out it. since timeing and skill would be needed since any carless user would be crushed.