I'll bite!
I've been slowly doing a circuit of mainjng each race in turn until I feel comfortable playing them, primarily in 1v1. Orks are my current focus, so I figured I'd put together my thoughts and post. Overall, I think Orks are great. T1 and T3 have a nice variety of good options to choose between based on matchup and the enemies build. Orks have a lot of strengths and some weaknesses that they can work around if they play right. While their AV is weak, it isn't GK weak, and I never have felt like "augh, I have no good way to deal with X unit".
Sluggas: They remind me so much of hormagaunts. Sub-par by every measure I can think to use in T1, fit only for capping duty and cleanup after my relevant squads have done the real work. At least they can get special attacks though! I tend to use them for capping duty and prefer to not reinforce them to save req. I've been trying to focus on their ability to flank and get model picks on retreats. Picking up a well timed burna is great for surprise gen pressure, and come T2 the Nob is a great investment. The squad becomes a lot more resilient, but they still are either the worst or second worst T1 melee squad I've played with. Their ability to repair is the ONLY reason I even invest in them many games, which feels pretty lame. Some matchups I do appreciate them as a unit besides their repair, but in those they are usually still a worse version of the melee squads they are intended to counter, and preform their role well only when I heavily lay on the Red, or give them significant assistance from other units.
All that said, in the context of the Ork army I think they are mostly "OK". I'd personally really like to see them go down 1 squad member and have damage/health rebalanced (maybe have shootas go up one squad member with similar rebalancing). They bleed a whole lot, even with the health upgrades the burnas and Nob gives. Playing as Orks is the only time I feel upset having re-buy the repair unit if it dies, and I think thats telling of either my playstyle, or the units overall weakness. I feel it'd be appropriate to have small cost decreases for Burnas, or maybe further decreases in the Red cost of Swamp 'Em.
Shootas: Shootas are just solid. They have a long list of caveats, but as a whole I think the unit is in a good place. Big shootas and nobs cost a lot of power, AWD still let suppression squads fire for a few seconds and don't work on a few commanders, Termagaunts with Toxin sacks are WAY better at countering melee in pairs, they aren't as strong as in retail. But really, they are a relatively cheap, high dps unit that is the backbone of my army into T3. The Ork ability to invest between 0 and 40(?) Power in them allows for VERY adaptive play in T1.
Things I would change with the unit would be to maybe add 1 more model and rebalance damage/health around it, allowing them to bleed more often. Also, slightly reduce the damage on the two Big Shoota models and give that damage to the generic squad members. Being able to function well at 2-3 models is an interesting function of the unit, but slightly reducing it's potency would be a good idea in my mind.
Lootas: Lootas rock. I feel like the Ork army synergizes very well with setup teams, and the stealth ability is SO GOOD. The squad has surprisingly high health per model and can really dish out the damage. In T2 they fall ff a bit, since while the beamy deffgun preforms it's role, comparing it to other T2 AV setup teams shows it clearly behind. This helps to compound the correct consensus that Ork AV kindda stinks

I'd make two changes to the Loota. First, the beamy deffgun needs a buff. At 42 dps it equals both the Brightlance, Havok and IG HWT. The BL has AI abilities with scorch (which if you havn't used... try it) while hte other two both have snares. The beamys claim to fame is a better burst damage and stealth. In theory this should mean they are close in potency, but really the loota just falls off. When a setup team snare hits a good number of vehicles, they are toast, being unable to avoid the second hit and being totally suceptable to other soft or hard AV that is handy. When the loota hits something, you know you have about a year before it fires again

Now, I don;t think it needs much, but on a race that struggles with AV this fully dedicated AV option could stand to be a touch better. Ideas: 1s stun on hit, slightly increased damage (more spike damage), increase beamy range when it is stealthed. Second, I'd really like the loota to get a mutually exclusive T2 upgrade to the beamy. This is not to serve any particular balance problem, but just cause it feels lacking and would be cool! How about a setup version of one of those Flash Git guns? Or the wartruk gun? Maybe a T3 upgrade instead? I dunno really, but I think it would open up some variety in general, and is a clear place to put the upgrade without rally unbalancing the race much.
Stormboyz: I have not used Stormboyz a lot, but when circumstances cause me to make them I am totally satisfied (contrasted by when I make Ravaners with the intention of using them as a jump melee troop). The unit is fragile but deals a lot of damage. It's expensive when it starts bleeding, but can get it's job done well. It's T2 Nob is fantastic (surprisingly high AV damage as well) and the few times I've made the suicide upgrade it's done very well (against double suppression or ranged blobbing). The unit preforms very well when I get a Painboy to drop a heal on them and the WB globals make them super pimp of course. Their charge is as worthless as ASM, but it's not a big deal. Jump on a squad as you AWD it, and you've nearly garenteed a retreat. Mix in the T2 Nob and oof!
I don't think I'd change a thing with this unit.
Welp, that's T1 sans Painboy, and I think I'm done for now. I might add more later, or I might not. Here's the short version:
I want to love the Painboy and I mostly do. He needs just a touch more in my mind. Right now his T2 feels like a SM Libby, where I hold him back using spells and very occasionally engange in melee. But unlike the libby, he has only 1 spell... I do keep making him though, because in T1 he can bully a decent number of squads around.
Deff Dread didn't need price reduction! I'd really like a mutually exclusive upgrade from Burnas and Bits, preferably something with an AV component!
T3 has just too many great options and T2 is still a joke. I get a wierdboy and a few upgrades, maaaaaybe a truk, then move on.
Wierdboy is honestly too good. He's got weaknesses sure, but after playing with other subcommanders or artillery, damn man, this guy is boss. And, I have not once bought any of his upgrades yet. I can't even imagine how much better he's gonna get when I add those into my playbook for Ork...