@Putzfrau Very good points. I know that the Scar-Vet is definitely the better unit right now because of the costs. I used the comparison I did to show how the Oldblood, which is supposed to be one of our best monsters, compares to a standard, non-hero, non-behemoth battleline unit in another army. I've said in other threads that I agree with you that our army is good. But we have enough 3e books out now as examples to know with a fair degree of certainty that when our 3e book comes out we'll lose most subfaction abilities and probably some allegiance abilities as well.
However, given what we've seen so far I would bet that those allegiance abilities we do keep or new ones we get will be fairly powerful. This is just the way 3rd Edition seems to want to go. GW also seems to hint that the special bonuses and battle tactic points we can get from monsters will be going away in the next GHB.
(This "seasons of war" idea I think warrants an entirely different discussion, tbh. It's clearly set up to change the meta each year in hopes of making people go out and buy the new top army or new favored unit type rather than keep using what they currently have. I know companies need to make money, but this is a pretty blatantly scummy thing. Rather than balance the game as as whole, they'll just purposely make certain units and armies more or less powerful each year to chase the whales)
This thread is about theorycrafting balance changes, and we know that things are changing for 3rd edition. So while yes, our army is good right now, by the time we get our book we'll have lost the Ghur rules that are really benefitting us, and we'll have several other armies with 3e books. So just by the nature of GW and they way they powercreep things, we *will* need some changes when our turn comes around. I for one am optimistic that whatever the changes we'll still end up with a good army. I just hope that it will be internally balanced so that the majority of our unit types are useful, rather than half the units being very good and the other half being mediocre to bad.
Seraphon were a cheap horde army in 1e. We were a cheap horde army in 2e. Now that 3e is blatantly made to discourage horde gameplay and focus on elite units and big monsters, I think that we'll finally have to let go of the cheap horde army mentality. Right now Salamanders are used a lot because they're the only unit with high rend in a game where most units you want to kill are sitting at a 3+ or 2+ save. Thunder Lizards is good because an army of monsters in a game that loves monsters has a built-in advantage. But since we know they're going to change things around when our 3e book comes out, why not theorize about how they could make our army better for the 3e rules? Rather than just say "GW hates Lizardmen our army will be lame" or "Everything is perfect, even if they take away half our buffs and faction abilities we'll still be OP," I think it's better to try and think outside either box and try to imagine new ways our army could work within the 3e rules.
And for me, that means warscroll buffs to make up for the presumed loss of a lot of our currently very strong allegiance abilities. It may sound boring to people who love a more technical, board-control playstyle, and I don't want us to just become a "run up and stomp the enemy's face" army, but some units just need to be better. We also have so many different unit types that I think multiple playstyles should be available. We know that we'll probably keep the Starborne and Coalesced allegiances, and we also know that the Constellations will probably lose the unique artifacts (no big loss), command traits and command abilities (very big loss) and instead get a single bonus like we see in all the 3e books so far. So for example Thunder Lizards will probably just make Stegadons battleline, Dracothion's Tail will just allow the reserve deployment, and Koatl's Claw will just give a +1 to hit for a unit that's charged.
What I think they should do, other than improving weak warscrolls, is to make those small buffs we do get apply to *everything* rather than just a single unit type. Make the heroes able to buff any unit, not just Skinks or Saurus. Make the +1 to hit from KC apply to all units, not just Saurus. Make Fangs of Sotek give a pre-game move to all units, not just Skinks. There are a lot of units in our army that aren't used simply because they can't take buffs as well as other units. Knowing that we will lose some of our biggest buffs and have less buff-stacking, I think the least GW could do is to make the buffs we do still have available to all the units in our army, not just one or two specific types. There's no reason that a Saurus hero shouldn't be able to give commands to Skinks, and vice-versa. And I'm actually optimistic about the potential for changes to our foot heroes and the buffs they give. Especially since a lot of their buffs currently compete with the basic command abilities. We'll probably also get our own prayer lore, and changes to our spell lore, so that's something to look forward too