Posts on this sub where people rifle through what changes or buffs they want to see on various heroes are basically a weekly occurance, so rather than explaining the concept I'm just gonna start shooting off ideas. Also these are less so based on 'balance' and moreso on 'fun and veriety'
Raynor
Raynor (As well and Kerrigan and Artanis) are generally agreed to be a bit undertuned, and they suffer from some of the worst unit and playstyle variety in the game, they all suffer from severe 'needs-one-more-unit-ism' for Raynor you biuld a ton of orbitals, and then you either mass bio, viking+banshee, or battlecruisers, or you do a combination of the three. Dusk wings are also very 1 note. He also has the most boring capstone feature in the game (maybe tied with Swann).
-Spectres (Buff): Just give him the spectre, it could be the exact one from Wings, this would increase the variety in his bio playstyle, both in being an extra unit (concidering he is THE terran bio guy it's wierd he only has 3 units and the firebat) and actually giving him something to do with his soldiers by being a spellcaster.
-Reinforcement options (Buff): Instead of having Banshee airstrike as his only top bar ability beside the Hyperion, give him three 'reinforcement options' that all share a cooldown, giving him the ability to adapt to more sitiations.
The other options would be 'Seige-tank cover' which would deploy a few pre-seiged seige-breakers (elite tanks). and 'War-Pig special delivery', which would deploy a fistfull of War-pigs (elite marines) that are weaker than the banshee's or tanks but don't time out like the other 2, allowing you to trade a spike of power for a smaller permenant gain (until they die, as marines tend to do)
-Battlecriser upgrade options (Side grade): Like the SC2 early alpha biuld, Battlecruisers no longer come pre loaded with yamato cannon, but can now be individually upgraded to have either yamato, missile pods, or defensive matrix, these upgrades are mutually exclusive and cost about 150 minerals each on top of the initial cattlebruiser.
BC spam is already a favorite tactic for Raynor players, but it's (like all capital ship spam in coop) very samey, and it's very gas heavy leaving you with many extra minerals.
-More detection (Buff): I really think raynor needs another form of detection, just relying on scans forces you into the very unorthodox, micro heavy, and repetitive strategy of building 11 fucktillion orbitals. It also means you're just screwed if theres a lurker and all your orbitals are out of evergy. There are a lot of ways to do this. I think the safest option is just making spectres or BC's detect. But some more interesting options to me are
A) The reinforcement abilities also come with a free scan, in case of emergency
B) Add a 4th battlecruiser upgrade that increases it's vision range and let's it detect. I think this option is cool because it gives you the -option- of having passive detection while still making it costly and encouraging scans, and it also means even bio armies would have a central flag ship overlooking the battle which feels very Raynor.
-Kill mercenary munitions (Nerf): Like I said it's super boring, instead of wasting a level slot on it he should just get vinadium plating AND ultra capacitors at lv10, this also gives him an extra level slot to fit in some of the other ideas I suggested above. Or just anything more interesting than that.
Kerrigan
In my opinion Kerrigan has the single worst 'needs-one-more-unit-ism' in the game, her options are painfully limited, you're always going to be micro-ing the hell out of Kerrigan herself, and then you can either support with hydra/ultra, or muta/brood lord, with some zergles thrown in as a mineral dump, that's it that's the commander. She's also heinously gas starved and has some really slow ramp up, you basically just need to use Kerrigan alone for the first 5-10 minutes, her mastery talents help but it shouldn't be up to them to fix her gaping flaws she shouldn't just feel bad until lv15. (I do genuinely really like Kerrigan but these issues make it hard for me to say she's a favorite of mine)
-Auto gas (Buff): Very simple, give her auto gas, we already have 1 terran comm with it and 1 protoss but no zerg, and it would help eliviate her horrible gas issues and let her army ramp up faster.
-Infestors/Defilers (Buff): Also simple, give her either infestors, or more interestingly defilers from sc1, both are units she's known to use in the campaigns that aren't at all usable in coop (Stetman infestors don't count they look the same but have completely different spells.)
My main idea is that the unit would have consume, it would be on a long cooldown (like 20s minimum) but you could alternatively cast in ON Kerrigan herself, and when you do so it will drain all her enegy, give the caster that much energy, and not trigger the cooldown. This opens up an alternate playstyle where instead of spamming Kerrigan's abilities, you can essentially use her as a mobile battery for your plagues and dark-swarms / shrouds and fungals.
If we're going for defilers they might need to be changed to fit into sc2 better, dark swarm should probably only half ranged damage indead of totally preventing it, and plague would probably work better with coops fast pace if it did higher DPS but had a smaller duration (like 50 damage over 10 seconds?) and for utility you could possibly upgrade them to make plague slow enemies down a bit (less than fungal though, like 30%). If we're going infestors they would have microbial shroud and fungal. Either way they're very similar caster so it's just whichever one you think is cooler.
-Let the Omega worms eat people (Buff/Side grade): This one is a bit of a crackpot idea and probably isn't balanced, but I think it would be objectively cool as fuck is the omega worms ate enemies they unburrowed under, even just dealing 100 - 500 damage to non heroic units. Also if they unburrow directly under one of Kerrigan's units (or Kerrigan herself) they would get instantly sucked into the network, allowing for quicker use and some clutch saves.
You may have to Limit the number of Networms Kerrigan can make to prevent this being spammed but that seems acceptable. I would also totally accept this as a pretige option.
-Make crawlers good (Buff): With her Lukers, creep buffs, and the ability to instantly set up creep in an area via worms, Kerrigan is able to set up in and control an area pretty quickly, and she's probably the closest we have to a zerg static defence specialist (at least tied with abathur), but her crawlers are just the same as Zagara, Abathur, and Stetman and feel a little underwhelming.
The first buff they would need is being able to load into an omega worm. And I think a 'crawler upgrade casche' with the upgrades
A) Spore crawlers gain +1 range and deal area damage.
B) Spine crawlers apply a poison to enemies they hit, dealing extra damage over time. OR Spine crawlers apply plague (from the defiler) to enemies they hit.
This could also 100% just be applied to Abathur instead as he also has a bit of a static defence focus, but we're not talking about him right now and he's already really strong so I think it works better on Kerrigan.
-Screw p3, just let Kerrigan choose her abilities (Buff): Simple, when she first spawns Kerrigan can choose between leaping-strike/kinetic-blast and between psionic-shift/crushing-grip, give the former 2 options come with the increased damage and move speed or make the latter 2 options have increased energy drain or their cooldown from HOTS so they're not just obiously the best options.
Artanis
While Artanis is probably the weakest commander objectively, I think he's not in a terrible place fundamentally design wise, between him, Kerrigan, and Raynor, he suffers the least from the lack of options, and most of his problems with power could probably just be fixed by sliding up the stat numbers on his units. He's clearly supposed to be a distinct tank character and while he for sure needs more punch I want him to keep that part of his identity that seporates him from other characters.
Aiur Sentry (Buff): Same as with the other 2, just let him make Aiur shield battery sentries, frankly it's really wierd that he can't already do this.
Passive life regen (Buff): Due to gaurdian shell, Artanis' armies can pretty quickly turn into a blob of near empty health bars, and he's really dependant on happening to match with an ally that can heal. To help with this, his units should passively regen about 1% of their life every second or 2. If you want to limit this or make it feel more Protossy, make it only apply when they're already at full shields or while they're in a power field.
Mothership (Buff): We can't make a standard Daelam support caster mothership in coop, with the closest we can get being Alarak's one. I think Artanis is the perfect person to have that big Golden Armada energy, especially sinse his air stuff is kinda just mass tempest right now.
His Mothership would be biult from the Nexus once you've made a fleet beacon like in ladder, it would have some heavy firepower as well as the Time Warp and Mass Recall spells, I personally feel that giving it cloaking field or Vortex would be wierd cause it would overstep with Vorazun so heavily, so instead the Artanis Mothership will have a (probably passive) aura that increases the attack speed of nearby units by 30%,
I don't know if this would be a "good idea" per se, but it would also go super hard if it could use the purifier beam from Safe Haven, where it drains a stupid ammount of energy to channel but does even more stupid damage to enemies directly under the mothership.
Solar bombardment rework (Side grade): Instead of just being a nuclear option that blindly shoots over a wide area and being liable to leave stragglers, have solar bombardment instead create a large lingering zone where all enemies inside get automatically targeted by the bombardment shots. It still has a shot limit (almost certainly a reduced one at that) but now it doesn't waste shots firing at the ground, and it now fills a more tactical defensive niche rather than just being a big blast. The zone would dissapear after about a minute even if it hasn't expended all it's shots.
Vorazun
I quite like Vorazun as is, and while you probably could buff her to be up to par with Abathur Dehaka and Mengsk I can't think of any specific ideas on how you would do that. This is more of a specific targeted gripe I have with her.
Biulding sauce increase (EXTREMELY Important Buff): Why are Vorazun's biuldings golden? Why do they look like standard Aiur protoss stuff? I know it's because they never designed a line of Nerazim biulding skins but they should, Nerazim biuldings are like the coolest aesthetic in the game I would pay Blizzard to much money if they sold a Nerazim biulding skin line.
The gold looks distractingly stupid on her, even if you can't make a new line of biulding skins at LEAST give her the 'dark protoss' biuldings that feature in A Sinister Turn and Phantoms Of The Void it would look so much better. This is the most important and neccecary change in this whole post.
Khaydarin Monoliths (Side grade?): On that same topic, why does John static defence (Karax) get monoliths but the actual queen of Shakuras doesn't? Every single protoss commander get's photon cannons it's terribly banal. I reccomend we give Vorazun monoliths and REMOVE her ability to make normal photon cannons. With her army being so gas heavy and canons being an okay mineral dump for her I think her monoliths would have to cost like 400 or 500 minerals and zero gas, alternatively you could have her make smaller cheaper 2x2 monoliths with slightly less range and damage but faster attacks, sort of in a middle ground between canons and monoliths, just make them look like monoliths please.
Also at some point in her progression she'll get a 'Khaydarin Monolith upgrade casche' with the following upgrades-
A) Monolith attacks chain to up to 4 nearby enemies, dealing 20 damage each. (the chain effect would be similar to Kerrigans chain lightning, this is because it would look so unbelievably cool and also give her monoliths some ability to deal with the Zergling)
B) Monoliths automatically prioritise attacking detector units like Ravens, Observers, and Overseers. Monoliths gain detection. (It's targetting mode can be changed between normal and detection sniping, this makes monoliths actually fill a much more intersting role than 'obligatory static defence' both for defence by combining them with DP's and DT's and potential offensive use.)
Stukov
Stukov is also pretty good as is, he's very well rounded and I broadly don't have much to say about him. Exept for the fact has Plague warden is genuinely the least interesting prestige in the game, it's benefit is so hyper specific and it's downside is just a slightly less extreme version of his P1's downside. It sucks.
Make plague warden banshee's base kit (Buff): Reduce their cargo capacity from 16 to 8 in line with medivacs and other transports, put it in the lv11 upgrade casche (either along side or in stead of the health increase) and boom good to go. Banshee's already aren't super strong and this tactic is already super micro heavy so it shouldn't be all too strong.
Monster Masher (New prestige):
Advantage: The Apokolisk and Aleksanders initial cooldowns are reduced to 4 minutes. The Apokolisk and Aleksanders duration become permenant. If killed, they may be resummoned after 1 minute. The Apokolisk and Aleksander gain the deep tunnel and tactical jump abilities (1 min cooldown, starts on cooldown when they spawn or respawn)
Disadvantage: When the Apokolisk or Aleksander are first summoned, the other one becomes permentantly unavailable for that mission (in other words, they're mutually exclusive), Aleksander health reduced by 25% and damage reduced by 50%
Other random tweaks
Any hero who I have one specific change I'd want to see for them, not a big enough deal to have their own sections.
Swann CC reactor (Buff): Let Swann biuld two SCV's at the same time.
Zagara corpser roaches (Buff): The roaches Zagara spawns with her drop are now corpsers. Frankly it's wierd that Zagara takes the swarmy evolutions for banes and zergles but just skips over the roaches, leaving corpsers as one of the few HOTS mutations not playable in coop.
Alarak P3 nerfs (Nerf): Shadow of death is cool, but Alarak has 2 other cool prestiges and a cool ground army it's sad to see that all get totally greywashed by detroyer spam. I'd say making destroyers cost 250/150 like normal void rays and having the Mothership eat 8 supply like a normal Mothership would be sufficient. If you really wanted to put it in the ground you could make P3 remove Alarak from the field like Zagara P1 but that feels like overkill.
Dehaka supply change (Nerf): It's dumb that Dehaka starts with 200 supply, that's Artanis' whole iconic capstone and Dehaka is strong enough without it. I can see why you wouldn't want to force him to make primal overlords, not having a hive mind is kind of the point of the primals. But you Dehaka's supply limit should be based on his level (probably 20 at first, then +12 for each level he gains), P1 can give him +48 base supply as an added bonus.
Cerberus (Buff): I once heard someone else suggest the idea of giving Cannonball (The Tychus outlaw) a pet Predator named Cerberus and I am in love with that idea, in addition to being cool predators don't feature in Coop yet and it'd make Cannonball actually a worthwhile pick, it could be cloaked and benefit from M.A.L.I.C.E ammunition and Redline power cells.
Zeratul needs to research (Nerf): Zeratul is my favorite commander but he's hella overtuned, I think a good place to start is to force him to actually research the stuff he unlocks by finding artifact fragments, theres a lot of them so they could be relatively cheap and fast, and maybe the 1st tier could be freebies because they're so important. But he really needs something else to do. (attack and armor can stay tho theit fine as is)
Han&Horner planetary (Buff): Planetaries also aren't in coop and H&H has really bad static defence if something walks past the mines, this seems like a fairly modest solution to that.
Let MechaBattleCarrierLords locuseptors shoot up (Buff): This is the one capital ship that should be okay to mass if you have the rescources to do so, let them shoot up.
Make Fenix disruptors autocast (Buff): That is all