Archon costs 95 worker cycles to train (and is literally the most over-rpiced unti in the game).
The HP per cost formula says Archons need a range increase and 475 effective shields to be as strong as their cost justifies. So if anything, Protoss is actually UNDER powered, as Archons are terrible for their cost in terms of both total HP and the range of their attack.
Colossus, Ultraliks, and Thor cost 110 worker cycles each.
Swarm Host costs 65 worker cycles (but can kill two archons per wave of locusts lol).
Hydralisk costs 32.5 worker cycles, and cna kite pretty much infinite archons and killl them all.
Siege Tank costs 61.5 worker cycles, almost as much as a Swarm Host, and yet they get massacred by Swarm hosts (without PDD) from half-way across most maps.
Raven costs 70 worker cycles and half its abilities aren’t even worth playing in a real game now that it’s been nerfed so heavily.
Battlecruiser is is worth it’s cost at 155 worker cycles, it deserves to be as powerful as it is, and maybe even a bit more powerful than it is.
Carrier probably needs to be stronger too, at 172.5 worker cycles to train and fully arm a carrier, they SHOULD beat BAttlecruisers, and they SHOULD beat literally everything else, being that expensive. Obviously it is not fair to the Carriers player if Terran can just shoot down Carriers with some left-over 2/2 or 3/3 marines. You should need Vikings and/or a nuke and/or Yamato gun to beat carriers. For this reason Carriers need 4 armor back, like they had in SC1 Alpha. The nerf was always wrong for the game.
Marauders cost only 26.25 worker cycles ,an dyet they beat pretty much anything on the ground, includign units much more expensive than themselves. Stalker is 37.5 worker cycles, for example, and they are at a disadvantage vs stimpacked marauders, especially once the Marauder splayer gets concussion shells upgrade.
I th ink I’ve made my point, you can show mathematically what is fair and not fair about this game. The mathematics show Carriers, Archons, and Battlecruisders should be slightly stronger each, and the mathematics shows units like Swarm Hosts and Marauders should both get a significant nerf.
Immortals are about right, the resource per cost formula suggests they should have 375 effective HP, they currently have 400 effective HP thanks to the Barrier abiltiy, so they are pretty clost to perfectly balanced now.