After reading through all the leaks, I'm hoping that our base allegiance abilities are still good. Being able to control all endless spells no matter where they are would still be nice.
The Engine of the Gods is pure garbage now, unless I'm missing something major. Each ability requires you to store up for 2-3 turns to avoid just doing nothing and hurting yourself. And the only one that seems at all useful would be to save up for the bolt of azure lightning and hope for a late-game big zap to a key target. Makes me sad.
Skinks are essentially nothing but a screen now, which I'm sure a lot of people will dislike but I'm kind of glad that Saurus are actually coming forward as the main fighting force, as they should be.
Realmshaper went from being extremely useful to kind of lame, but that's faction terrain for you
Carnosaurs are looking much better than they previously were, even without the extra jaw attacks. Adding rend should make them more reliable overall and the Oldblood being able to double up on command points for free is going to be pretty useful.
Ripperdactyls may actually be good again! I can definitely see using them as scalpels now to try and take out key units that aren't super tanky. I wonder if you put more than one toad on a single unit to counter save-stacking? There doesn't seem to be anything saying you can't put more than one toad on a unit...
Salamanders are kind of meh now, but still useful overall and I'm glad we don't have to rely on them as the only thing capable of killing tanky units.
Aggradons are looking pretty fun! They're roughly equivalent to Gore-Gruntas and Mighty Skullcrushers, and they really feel like what Saurus cavalry should have been all along.
The Raptadons are basically Saurus Knights but better. Same base size, 2 wounds, 12" move, and I actually really like their synergy ability. I love the idea of the shoot, charge, shoot combo you can pull off with them. I think they'll be able to do a lot more work than people are assuming if you use them properly.
Stegadons are essentially the same profile, why are they 300 points? I guess they got a little bit of a buff, counting as 10 models for objectives now and getting the mortal wounds on charge. But 300 points? Not sure they'll be quite worth it.
But the Troglodon! I looks like GW has finally made it useful! It has rend, so it should be able to actually do a bit of damage now. It still regenerates, and it has two debuffs. The -1 to hit and blocking Inspiring Presence. It's unique spell is pretty interesting, if situational. But I can see it being pretty useful for blocking charges and slowing down an enemy unit to give you more time to shoot it or maneuver.
Slann overall seem decent. Better stats for higher price but more utility and less damage. But Kroak seems like he got buffed and got his point cost lowered. He has Death Mask now, and Celestial Deliverance no longer gets harder to cast as you go. Spell-nuking with him is going to be a lot of fun, especially since you can channel it through the Troglodon who is now actually worth taking.
Overall book seems like a nerf in terms of the number and strength of abilities we get, but that's typical for 3e books. Warscrolls have gotten much better overall, which is something I've wanted for a long time. I'm not sure why they removed so much though. No mount traits (again!) No generic battle traits, and why the heck did they remove all our priests!? EotG is trash, no longer a leader or a priest. Does GW just not want us to use prayers?
Book looks pretty decent, but just decent. Not strong, not trash. I feel like this book was payback for all the complaints from 2nd Edition, but thankfully they didn't nerf us to the ground. I'm hoping I can still run Thunder Lizards with Stegadons being so overpriced and the TL special ability being kind of lame now...