Trying to reign in rage quitting...
Chosen being the same points as our core saurian warriors, feral eadbashers being much cheaper and still much better, dwarven hold guardians being monstrous infantry with that taboo T5 (What made caimans too strong) along with MW D3 and still cheaper than we were. Just some highlights from skimming other books, there is quite a lot more that can be said, but I would move into a very long rant. The end result of said rant is that there is still a massive bias going on and I'm honestly very tired of it.
I strongly disagree with the massive point tax on our warriors and guards, I think that moves our army decidedly towards a guerrilla MSU shooting army. Just be sort of realistic with expectations, skinks are WS2 T2 models, they are not going to be the core combat blocks for lizardmen armies. When they combine poison shots, along with poison close combat you get a versatile unit that doesn't over perform in any one area but fills a solid spot in multiple phases, remove the shooting and give a crappy buff to the combat and you are left with a very poor unit.
We are already one of the lowest WS armies out there, along with a very low I for half our army if not more, we do not have better armor than average, and are not considered a very fast army either. The only thing I think we can be considered top tier in is magic and that is taking a nerf across the board, it is also not a game winning phase due to the random nature and easy defense against it.
Here are a few items that I believe will need to be addressed in version 1.0
1) Saurian Warriors should start at 9 pts each for up to a total unit size of 40, spears should be 1 pt each.
2) Skink Braves without poison shooting need to start at absolutely no more than 4 pts each
3) Temple Guards start at 12 pts each, options to upgrade to totems, heavy armor, GWs, and shields (please don't make me pay for shields I can't even use now). These guys are elite and should be treated at least half way as much as chosen are now.
4) Raptor Riders still are over costed at 35 pts compared to chaos knights at 32 pts, reduce them to 30 pts and give them the option for light armor at 8 pts so they can actually become elite calvary like other armies. Otherwise too many die due to low I before being able to hit.
5) Caimans should be reduced to no more than 40 pts or given hardened scales back
6) Thyroscutus should be either S5 or T6, right now it is a great buff wagon but a little crappy anywhere that is not behind the lines, it is still a monster.
7) Taurosaur is over costed compared to quite a few different monsters, and without upgrades it really just stinks at 200 pts. Make some of the upgrades its base or reduce points.
8) Give BP back to the carnosaurs, but keep the lower WS on the alpha and no MW on the normal one.
9) Re-work the magic items, the sword still sucks, the helm and the black cube won't be used anymore, the remaining ones are all well thought out and balanced
I wouldn't change skink hunters, sky riders, weapon beasts, thyroscutus special rules, warrior totems, or stygiosaur.
Normally I would also inject some nerfs with those above items, but honestly we were pounded with them all over already, every area I would have nerfed was already done, and in some cases overdone. What we really need as an army is the option to actually play the way Pinktaco wrote in the sneak peek, we need to be able to rely less on shooting MSU and more on combat, but still have shooting MSU support (Just not needed for competitive play).
Here are some of my expectations for version 0.99 playtesting feedback
1) GWs will not be seen
2) Saurian characters will once again be the only solid close combat solution
3) You will see less warrior units now than in 8th edition
4) Weapon Beasts will be in almost every list and maxed out at 4 models
5) Alpha Carnosaur will no longer be fielded in favor of multiple regular carnosaurs
But enough on the negative, how about things I like.
1) Casting spells through skinks reduces the range by half, good mechanic but still allows for freedom of play
2) I like moving weapon beasts into one unit and in rare, 4 of them is plenty and our rare choices are slim as is
3) Sharp Horns change seems really fun, I don't think MW D3 was an issue but I like this change quite a bit
4) Removing MW D3 from baby carno, especially with how often I think we are going to see them now that was just too hard to deal with for certain armies and builds.