In my opinion this set of changes can’t be really considered as whole.
Let’s focus on PvT.
Aligulac PvT percentage shows a 51% so I don’t really understand why there is so much need of change.
With no doubt there are some game time windows where a race has ad advantage over the other and maybe this should be addressed more than nerfing units and new strategies that become popular (and this everytime only for protoss…)
The prism itself is a core unit of protoss army: despite the chronoboost, the protoss need the prism to keep the opponent busy with harassing and counter attack.
Imagine a situation where there is no harass from protoss: while he slowly build t3 army to counter t1 army of other races, he just get overmacroed and die from anything on 2 bases.
Also an HEAVY buff to terrans like 20 sec on stim plus HEAVY nerf on two core units like zealots and prism, will break totally this matchup.
I read the “problem” is some protoss strategies that revolves around the prism: why are you forcing a meta change and don’t let players to adapt?
The margery can be easily countered if you scout properly and know how to react, f.e.
The stim change is too much a big buff because surely we have adepts and battery, but we still miss the “time” to make things up. A proxy rax or 3 rax build with fast stim will still hit faster and way more harder and straight kill the protoss that won’t have enough warpins or resources to build defense/units without delay natural. This will be a win-win situation for terran anyway; kill protoss or just delay them getting macro advantage. Why this change anyway? It won’t help in any way the current pvt issue but only favor terran cheese (like they need more).
The pickup range nerfed from 6 to 5 is ok, it’s a try to fix an issue reported by almost any player. No point doing overkill with increasing the cost (already nerfed hp, you remember? now a mine oneshot it and queens melt them)
Zealots are a core unit of protoss army, can’t be straight nerfed. I don’t see games at high levels with compositions heavy on stalkers or adepts, they tend to be early game units or very situational.
If you plan nerfing zealots, you need to add some value to these units to help protoss have something cheap to defend higher tier units.
Ghost buff, is not necessary. Ghost is a pure skill unit where you need to aim correctly to maximize damage. Adding an upgrade to lower their skill need is unfair; for the same logic add to distruptors an upgrade that increase explosion radius. I didn’t see any struggle around ghosts in pro games, it’s always the positioning and micro fight that pays off.
For me the only change that make sense is the pickup range nerf.
Also DO NOT make all these changes live at once, they will inevitably break the game!