I wouldn't do 1 change while I think the faction overall is in a good spot here at the changes I would do
Blitzer change point cost to 15 and animus to be shooting Gallery (1 cost animus)
Slag animus to become target self 1 cost corrosion immunity, melee/range weapons get corrosion continuous effect on hit, and range weapon becomes AOE 3.
Night troll animus to become target self 1 cost Murderous
Storm Troll to become 8 points
Impaler to gain powerful attack on spear(throwing), ROF 2, and MAT 6
Horthol become weapon master on long hammer
Horgle1 discount beasts under his command by 1 like he did in MK2
Kithkar gain gang fighter
Skinner loses a point and gains feign death
Dhunian Knots become free in POD theme & gain serenity as a permanent ability (give +1 threshold instead of +2 to POD theme)
Burrowers get returned to MK2 levels of abilities
Scattergunners gain assault
Scattergunner UA gains mini-feat of 10 inch sprays
Sons of Bragg rework (a discussion deserving of its own thread)
Highwayman become range 10
Runeshapers gain AD and become 8 points
Scouts become 9 points and gain critical grievous and reposition 3
Warders become same point cost as champions
Things they need to add to help units
Warder Shaman - same stats as base warders - gives them prayers of elemental ward, steady/sturdy, or Magic weapons. Tactics Gang & Granted Repo 3. 5 points
Highwayman Heavy Gunner - Has 2 hand cannons - special CRA rule that allows them to CRA with other highwayman but its a +2 damage versus +1
Burrower UA that gives them Luck & critical knockdown
Scout Trapper (has a net toss Quake AOE 3) 1 point same stats as Scouts