These changes are way too drastic and seem very, very poorly thought out. Please consider that some of these ideas will wreck the already barely balanced gameplay in team games like 3v3 or 4v4.
Please stop only considering 1v1 tournament play which barely has any players and isn’t necessarily indicative of how regular WC3 players play.
Also some issues with balance are due to game design. HUvUD for example will likely always suck for the HU player because DK+Fiends is a fast-moving, ranged army against HU that has slow units that aren’t ranged unless they go Riflemen. Their workers are also exposed on wood and gold because they can’t hide them like Elf or Orc. Making the other changes you list doesn’t change this design issue and just makes HU stronger in other ways.
Also some abilities on some heroes WILL NEVER BE CHOSEN AS SECOND ABILITIES. The Priestess will ALWAYS go Searing Arrows and Trueshot Aura. Even if you made the Owl last longer or see more… you aren’t changing that. Likewise, Demon Hunter will ALWAYS go Mana Burn and Evasion. You’re just making those heroes STRONGER at level 7-10 when they put points into their unused third ability. Keeping these third abilities not used is OKAY just like how some units in Starcraft Brood War are relatively not used in different matchups. The Devourer for Zerg for instance RARELY ever comes out not because it’s bad but because it’s specific NICHE just doesn’t occur regularly. So it makes no sense to buff Devourers to high hell to hope to see them get used. If you want to see them get used, you need to have players USE AIR UNITS MORE.
So please before you go forward with even more insane changes, consider two things. One is that KEEP TEAM PLAYERS IN MIND, so don’t screw up 3v3 and 4v4 because at least HALF of the WC3 population plays those modes. Second is that some unused units/abilities are not used because the situation does not call for it, NOT BECAUSE THE UNIT/ABILITY is weak. Just some balance ABCs that the current balancing team needs to understand.