I will be direct to the point.
-PROTOSS-
Zealots -
A) charge upgrade gives +2 damage when charging, upgrading +2 for each ground weapon upgrade (max. +8). It is still a nerf compared to what it was before the last patch.
B) HP is increased to 100/60 (+10 shields). Same as Starcraft Broodwar. (this makes total sense given how the game is nowadays, with faster stimpack´s upgrade and lurker viability increased). Considering the fact that charge upgrade was nerfed too anyway, zealots need some love. Zealots were never a real threat early in the game against terran (ability to block ramps or even use ranged units as marauders or marines) or zergs (queen+roaches+lings)
Adept -
A) glaives upgrade gives it the ability to hit air units too.
B) adept´s HP now is 80/60 instead of 70/70 (same plasma shield as a zealot, makes sense). Little more viable in Phoenix+Adept compositions against terran.
Cannon - build time nerfed by +10 or +15 secs outside “super conduit field” like others “warp in” units (same mechanic). (adressing cannon rush cancer)
Observer - speed nerf from last patch reverted.
Sentry - force field now has a life bar (like about 200hp or 150hp) and now blocks adepts too (an option against adept´s runbys). Biles don´t destroy the force field anymore (more PvZ interactions) but other units can target it.
High Templar - increase Feedback´s range by 1. (it´s damage was nerfed to 0.5 per point of energy…so increase it´s range by only 1 to counterbalance - Ghosts will still have a little advantage because it´s range is about 11 counting with EMP´s radius plus the fact that ghosts can be cloacked)
Collossus - increase damage to 12 (+1) (x2) / Bonus: +6 (+1) vs [Light]. (make Collossus an option)
Voidrays - instead of increasing its direct damage now its triggered ability gives it a splash damage for that amount of time. (will make it a nice late game unit with air composition instead of being good at cancerous early rushes+“skill batteries”)
Carriers - reduce interceptor´s build time by 2 secs (make it more viable).
Mothership - now is immune to Viper´s “yoincs” (not a -400/-400 anymore).
-ZERG-
Queens - only one queen is allowed for each Hatchery, 2 for a Lair and 3 for a Hive (stop the Queen´s fest and stupid nydus/queens nonsense rushes).
Hydralisk Den no longer needs a Lair, for Lurkers a lair is still needed (counterbalance the queen´s restriction for AA defense).
Spore needs Evolution Chamber again to be built like any other race (now Zerg has hydras to deal with air forces).
Lurker - increase Lurker vespene gas by 25 (lurkers are too cheap right now for what they do).
-TERRAN-
Reduce Ghost´s EMP radius by 0.25 .