Your reading comprehension is atrocious.
No, Scourge would still be a problematic unit based on their ability to obliterate air armies, and the lack of options to protect air armies from them. That doesn’t change even if you slow their speed down; and it results in scourge either being useless or overpowered with no reasonable balance point in between.
Only Mutalisks would reasonably be able to kite.
Corruptors and Liberators both have long attack delays and acceleration issues could prevent them from kiting Scourge effectively even with that mild speed advantage.
Kiting with Void Rays shouldn’t even be a consideration:
- The speed advantage would be non-existent until they are upgraded, and then they still have the same attack delay and acceleration problems.
- The Void Rays beam attack will further restrict micro. It is one of the worst attack designs possible for attempting to kite.
- Void Rays require Prismatic Alignment to deal with Corruptors and other units they are intended to counter. They have no capacity to survive against Scourge and still perform their role.
No, they don’t. Whenever Zerg masses Scourge they can simply overwhelm any normal air army.
Air units with a reliable capacity to kite can protect themselves by kiting scourge for very long distances across the map without any losses. Such that they can deal with any number of Scourge no matter how many are massed. Other units can only be reasonably protected by high amounts of air-to-air splash; which simply isn’t present in StarCraft II the way it was in Brood War.
The Thor’s splash radius is 0.5; and air units naturally split further than that within a second. It is a terribly ineffective tool at dealing with air units unless the opponent is explicitly trying to stack them up; and like most of the options on your list it would require the air units to always hover over a ground army for protection.
Those have limited mobility and a long delay that make them relatively ineffective tools for trying to protect slow air armies from Scourge.
In some cases those spells might kill Scourge, but they would be fairly unreliable.
You need a large pool of casters present to be able to stop scourge with any consistency; and you wouldn’t be able to field air units (other than Phoenixes and Mutalisks) against Zerg without that pool.
If they didn’t they would actually be useless; since they are suicide units. Suicide units need to be more than cost-effective when they hit; but then the relative lack of defenses against Scourge in StarCraft II would make them broken.
Scourge are single-target; so that damage is ridiculously low.
On the other hand, if you gave Scourge splash they would be blatantly overpowered at those numbers. Zerg’s production capacity makes it far too easy to mass Scourge; and air play does not have collisions, forcefields, terrain, and the numerous other defenses against splash that help keep Banelings from getting out of hand.