We ALL have seen what this game has turned into and instead of bickering like children (looking at Matt and Rob here guys) how about we start assessing topics like this with the idea that we are doing it for the the health of the game?
I like how you did the thing you accused me and Matt of doing in your post. Cool story bro.
I asked a question earlier that I think was reasonable - a detailed rationale behind these changes. Mike provided one, and thanks to him for doing that.
Maybe before we come up with fixes, we should agree on what the problems are? Some people in this thread have gone waaaay off the original topic, which was to discuss the things in Mike's first post. Let's list the things we think are the biggest problems (we can go codex specific because targeted player errata is better than sweeping changes). For the purposes of that discussion, we can put Escalation, Stronghold Assault, Dataslate Formations, and Knights (since I haven't seen the book yet) on the shelf for now.
Problems we generally agree on -
-The Grimoire can relatively easily allow units to get a 2+ invul save. Obviously a 2++ is good, but is it the reroll that makes it over the top or the fact that its easy to get? Making it so the max it can bring a save to 3++ could work, but that does nothing about the Tzaeentch reroll (rerolling 1s on a 3+ still gives you pretty much a 2++ on the first roll) and are there other things we could look at. What if we changed Daemons of Tzeentch to let you reroll failed psychic/instability tests? Would that still be useful and allow grimoire to do its thing (get you a 2++ on like 1-2 models unless you're super lucky on the warp storm chart, which I would guess GW pictured as the only way to get 2++ on a unit).
-Battle Brothers allow for some crazy combos/deathstars/force multipliers. Bringing a farseer in a Tau army for 2 free twinlinks and possibly fortune always seemed over the top to me, and running the baron in the seer council gets ridiculous. If you changed it so battle brothers were basically allies of convenience but counted as friendly (for things like AOE stuff that pings enemy units, so you won't kill your allies), would that help? It sort of incentivizes allying in death stars/cheap and fast scoring units since your allies have to be self contained, but it means you can't cherry pick pieces to buff the rest of your army. But I guess that forces us to ask ourselves what the role of allies in the game should be?
-Psychic spells. Some are super good, some are meh, and it's impossible to stop someone from buffing their own dudes all game unless you've allied space wolves in. I've played against flying demon prince armies where they were T8 the whole game. There wasn't much I could do and I can't said it was very fun, but it's in the rules so what can you do. I don't think giving everyone rune priest weapons is the way to go (in fact I expect those to be out of the next SW book, they've gotten rid of all the other similar psychic defense). I think the tables in the book were poorly thought out and hope they get rewritten in 6.5/7. Nobody ever takes pyromancy, telepathy is amazing, biomancy is good 1/3 the time, etc. I don't know what a good solution is beyond rewriting the tables to be more balanced or making you pay 25 points per table to be able to roll on it or something (which still wouldn't really fix it). This one I'm drawing blanks on.
So, do those 3 things seem like big problem areas that we agree on? It doesn't matter if you like or agree with my analysis, it's just do we think those 3 things are big problems?