Ok guys, the eldar chapter of project balance has come to an end. I figured I would stop once I got to 30 wins and I just go there today after spanking torpid twice in a row.
My final score was 30-9, which actually isn't nearly as good as I should have done. But I'm okay with it considering that eldar wasn't exactly my strong suit at the beginning, and I had a lot of figuring out / trying out to do.
Congratulations go out to the fine folks who bested me in combat(in terms of this project)! Toilalee did it twice, Noisy did it twice, Ace of swords had a nail biter with me and came out on top, Rataxas gave me a taste of papa nurgle to grind out a really tough game, [TLV]Souldrinker took me down once, Paranoid was bound to win at some point

, and crazyman3248903248907324 took me on levi's hive with the ravener alpha.
I have updated some links for replays on the original post on page 1.
I now have a very clear perspective on the issues at hand with eldar. My comments and recommendations are as follows:
1) Webway gates are OP. They too easily change map dynamics and are hard to kill. They cost only 50 red. These are not even the main issues though. The most important thing about webway gates is that they have no global cooldown. If I am forced into a mass retreat, I can simply plant a deep gate while I still have vision, build one at my base, and once my forces reach home, I heal, reinforce, and I am back on the other side of the map in merely 8-10 seconds after reaching home base. I would highly recommend gates having a 15-20 second build cooldown as well as their red cost being increased to the 60-75 range.
2) Warlock webway gates have a healing aura. This healing aura stacks with the home base healing aura. I trolled many people with this combination, allowing my banshees to constantly be present on the field, spending a mere fraction of heal time in base. Well micro'd, my banshees didn't even need to retreat, they simple fleeted to a gate, got out at home, pop heal for 5 seconds, and gated back deep into the map. THIS HEALING COMBINATION IS NOT FAIR. THEY NEED TO BE EXCLUSIVE.
3) Dark reapers are in a weird spot. I originally thought they were mega OP. Now I am more of the opinion that they are merely frustrating to deal with, considering how killy eldar t2 is already.
I used dark reapers in about 50% of the games that I played, so I have a pretty good idea of what they do and I have a few suggestions for them:
a) Scrap the upgrade for the missle launcher and just give it to the exarch. Increase the exarch's cost to 75-25.
b) Pinning fire should multiply dark reaper projectile range by 1.2, and should multiply their damage by 0.66.
4) Warp throw is nuts. Its fucking bonkers. I am obviously in favor of easier fixes most of the time, so why don't I just go ahead and throw heart of darkness in this category as well.
I used warp throw to devastating effect many times, and it literally has no counter. It can be used out of a holofield, and that is just even more eldar anal rape.
I would definitely increase the cost of warpthrow and heart of darkness to 130-40.
It doesn't fix the fact that they over perform, but that is definitely not an investment you can scoff at, and it will hurt the warlock player financially.
5) After many, many uses. I deem MWB to be fine. It costs a lot, and it does a lot. I really don't see much wrong with that relationship. It used to be batshit OP when the warlock could chain knockback, but now that isn't really the case as I tried to do this many times. Only the special attack has power melee, so this weapon scales well, but not TOO WELL. Case closed on this one.
6) Channeling runes are crazy. If you don't have knockback on demand, the warlock can seriously make you want to crack your skull with a keyboard. It's very simple, this wargear heals too much per pulse. It needs a slight reduction. I had so many good uses of this wargear I can't even begin to list them.
7) Spirit stones over perform based on their cost. Afaik, they heal the most out of any of this type of wargear, and most notably, they blow breath of nurgle out of the fucking water. I wouldn't cry if I saw this wargear cost go up to 125-35.
8) Doom is so good. I don't know whether or not to call it OP, but its fucking good. Guide on banshees already cancels their fleet of foot penalty to damage, then you add 40% damage to a unit unfortunate enough to retreat from banshees that are nearby. I don't really know where I stand with this wargear simply because it opened up a lot of paths for me when I didn't want to use banshees. For instance, farsight, doom, and a brightlance, are usually more than enough to deal with any kind of light vehicle, where as normally more expensive counters need to be purchased. I would hate to see the option for diversity get nerfed, but its just the banshees + doom thing that is really disgusting.
9) Enhanced warp jump generator is great. I put this baby to great use. Is it OP? I don't find so. Its a solid wargear at a reasonable price tbh.
10) Heavy gauge death spinner is one of my favorite "FUCK YOU" kind of wargears. It is only OP in 1 instance, and that is when a single unit entity is capping... but we all know this. Anyway, my only recommendation is that the cost of this wargear be put on par with its direct comparisons (mcb, eks), which would put it about 120-25.
11) GU upgrades... I really feel like this upgrade offers too much for 65-15. The grenade and shield are one thing, but adding extra hp, damage, and fleet... Again, I just feel like its too much. Its a 20 power upgrade for sure and even then, I will gladly pay for it every time. And don't even get me started on how efficient of a leader the GU warlock is... [The only other fix for this I have in mind is splitting it into 2 upgrades, with one of them only unlocking fleet of foot, higher hp, and shields]
12) Ranger upgrade... 10 power for fleet, cloak, and holofield... Does anyone else think this is wrong? I mean I guess some people don't maximize their rangers, but when I really wrapped my mind around what these guys can do, there is no doubt that 10 power is a steal. You already get great knockback, detection, and sniping for 30 power. I really don't see why this upgrade shouldn't cost 20 power. (at least 15 ffs)
***ITEMS THAT WERE NOT LISTED IN THE ORIGNIAL POST***
Warp spider exarch global "crackshot"
- This global could use a touch of love. It pales in comparison to "more dakka". I'm not asking for much, just that in addition to +25% ranged damage, it also grants +7.5% range. Just a small perk to help keep it in line.
Wraithlord brightlance
- 100% fotm is simply too strong in this format. The reasons to buy a falcon are fewer and fewer, and this is a major part of the movement. I think a reduction to 66% fotm would be much more appropriate. (50% would be too low considering this is a 40 power upgrade)
Farsight
- 35 red is too cheap for this global. BACK TO 50 RED YOU GO!
Brightlance
-Upgrading to a brightlance from shurikan has changed eldar so much already. They are no longer vulnerable in the same way to early vehicles. But wait, that's not all! Now you have scorch beam to deal with, which turns out to be one of the best utility abilities a guy can ask for from something that is supposed to counter only large targets. I would go as far to say that scorch beam should be either removed or made into a separate upgrade. This is OP as fuck imo.
Autarch
-Her shield is no longer what it used to be. Can we get serious about it and make the price reasonable?