As of the current update he is easily the weakest human commander, and possibly the weakest commander in the game. I’ve seen experienced Raynor players lose their entire army, bioball, tanks, battlecruisers, any of the variations, to a single attack wave on Brutal.
I’m not suggesting nerfing the other commanders or weakening the AI. That wouldn’t fix the real issue. Raynor needs some upgrades.
I’m thinking of a couple of things:
Command Center Reactor. This was incredibly useful in the campaign, and would assist Raynor’s slow early game. The ability to train two SCVs at once would allow him to get his base operational and expand faster, getting his bioball or mechs on the field a little sooner.
An alternate idea would be for the first, and only the first Command Center, start out as an Orbital Command. This would also jumpstart Raynor’s economy, and give him some early detection. The problem with this would be that players could get used to having one Orbital Command, and not build any more, so the reactor would likely be the better choice.
Finally, a flat 10HP or 15HP boost to all units would be helpful. This could be an endgame upgrade at the Armory or the Fusion Core, but his forces, besides battlecruisers, die extremely easily on Brutal or mutators, and even the battlecruisers bite the dust pretty fast. It should probably not enhance the standard health upgrades Raynor’s troops get in that it should only be an overall 10HP or 15HP boost no matter when it is researched. For example, getting this health boost and then researching all the armor upgrades should net the same overall health as if a player had researched all the armor upgrades first.