I’ll happily take credit for the Plasma Burn change.
More seriously though Artanis is a character that does have fairly weak level 20 options but you gotta consider that he also has arguably the most diverse talent tree in the game and also have very powerful level 13 talents, something that is very rare in the game today. His level 16 options are arguably more powerful than a lot of other heroes options when used properly.
One suggestion we’ve had for some time now is to make Zealot Charge a quest reward from Seasoned Marksman, however this would need a bit of tweaking since staying and farm minions all game is incredibly bad. Normally this talent completes by itself but generally speaking no one cares about completing it currently as the reward is so bad and even 20 atk damage is a huge boost to Artanis threat level.
Changing it to a lower threshold and with a cap would be a good change to go along with this, for example 20 atk damage. Currently it can scale indefinitely.
Ideally I would like to see Plasma Burn nerfed and placed in the level 7 talent tier as that’s the only current tier which this one will remain a competitive choice. All other tiers for Artanis has way too lucrative options to pick a Burning Rage talent even if it’d persist like Phase Bulwark, but if it was moved to level 7 there would be really good synergy to pick Shield Battery>Plasma Burn>Phase Bulwark and you’d have a nice shield setup by level 13 rather than level 20.
Remember that by doing this you’d sacrifice very strong talents so I doubt it’d be dominant by any means but it’d be a nice build in specific scenarios, such as against heavy DoT teams or just for anyone who prefers the shield micro gameplay.
However I think Orbital Bombardment is a just fine Heroic as it is. It completely kills AA heroes and the fact that you can blind enemies for 8 seconds total is really powerful. 4 seconds initially > 6 second CD > drop another one > 4 more seconds. This completely screws over Raynor or Zul’jin at a point when they have scaled to be at their strongest. The current charge system also allows you to drop the pulse to defend marching objectives (Immortal, Punisher, Protector) to secure a game even harder while the charge CD keeps ticking. Additionally if you’d buff the damage you’d likely have to increase the CD. Currently it’s a very strong CC option at a very low CD.
Your idea to remove a charge and make it blind for 6 seconds with a bit more damage might be decent though. I don’t have any real problems with that as it would just shift power/decision making but overall I don’t think the upgrade in of itself is poor.