Hi, sorry for the delayed response but i was incredible busy, flying back to germany and having a million things to do. And i wanted to take some time for it to give your post a proper response that i think it deserves.
I believe most of what i could say about the bombers here are already explained in the introduction to the patchnotes, and the text to the bombers itself. So i'll move on directly to the t2 changes, where is much more to say and apparently a lot of need to discuss in general.
So making ACUs easier to be sniped is a good thing now?
A difficult question indeed, but, if you ask like that, yes. Important to note is that the goal is rather to make it easier to
attack an ACU with convential means, but that will inevitable also lead to ACUs being easier to snipe too. However both are forms of aggressive play, which teamgames currently lack of, and this changes attempt to improve. It's a double edged sword since ACUs are also used to attack itself (as pointed out here in length by you), and making them easier to snipe will reduce this too, but..
..people who dislike the change seem to focus so much on how much harder it gets to attack with ACUs, that they forget that it'll also become
easier to attack ACUs with this change.
The power of ACUs in teamgames is a problem, as there are usually not many places you can use to get an advantage without running into an ACU defending it. If attacking this ACUs is too risky or unworthwhile, we will end up with a game where attacking is too often not a good alternative to defending and ecoing. As ACUs are used both for attacking and defending, strong ACUs can never be the solution, as the defender ACU always has the base as additional advantage (and avoids the risk of being sniped).
Weaker ACUs however, indirectly make it easier to attack with units, which is the main tool of the attacker. This change won't magically solve this problem, but it is a first step into the direction, even when it comes with its downsides too. There aren't too many possibilities outside of this, though some future changes will build on this: UEF Nano (and possible sera nano/regen) changes, the upcoming t3 changes (making the t2 phase longer, giving you more time to build up an army that can break a firebase before they'd all die to t3), potential buffs to MMLs and more.
But the main point is that the t2 upgrade is, while also being often used to attack, even more used to defend, and therefore nerfing it will hurt the defender more. The removal of regen will make it more possible (even though still not very often, as said - its only a step, not a solution) to launch a second attack on an ACU after the first one failed, while in the current balance, this is almost impossible, as by the time you could rebuild an army, the enemy will be on full HP again.
It is true that making agressive ACUs easier to snipe is not good, but there isn't really any way to make it easier to attack ACUs without accepting this. All we can do is try to compensate attacking ACUs in other ways, which is easier than nerfing defending ACUs in other ways.
Another note here is the fact how integral the T2 ACU is for any form of strategy, how people can't imagine playing without it and claim ACUs will be useless if its nerfed, and more in this direction, is a problem for the game itself. It is the very definition of OP, independent if it's used for attacking or defending, no upgrade should be absolutely necessary. This is partwise because it is not only really good, but also an upgrade that gives you everything at once - ability to build, HP, and regen on top, there are no real drawbacks.
But the goal is to provide more aggressive play, even when many people assume it will achieve the opposite. This is where more beta testing could've helped a lot, but i can promise that if the change does the opposite (which there are good arguments for too), it will be reverted or altered. Seeing how many people have very strong opinions about it, even before they tried it, and play according to this opinion, it'll probably take a while before we can see how this change really impacts the game.
But tl:dr, ACUs are the reason teamgames are very turtlish, so nerfing ACUs is, even when it has many downsides, ultimately a good thing (for teamgames, for 1v1 its a complete different story and the reason there are big limits in how we can improve teamgames in this area).
About Scathis i believe it is perfectly possible to have a somewhat forwarded antinuke in your base still covering your scathis. That you can't make it in the very back of your base is a downside, but thats good in my opinion. Having to build a second one just for the scathis would be too much indeed though.
Aeon sensor was pretty much never used, you also look at it only from a teamgame perspective, not 1v1. And a couple of t1 scouts compared to a Monkeylord are, indeed, cheap, which might explain why the upgrade saw very little use. We'll see though.
With the increased cost I wonder if it will be possible to get T2 in maps like Theta Passage, especially when fighting auroras, which their main counters are found in the other races T2 units (also t1 bombers nerf + maa buff, aurora OP?). Thats for ladder.
From my experience playing the beta: Its definitely possible, even though harder. It is planned to nerf aeon maa a bit to compensate for their indirect advantage they got from the t2 and bomber changes for a start, and if needed, they will be more compensations.
I am all in for reducing the amount of t1 engies in the game (for lag and pathfinding issues mainly), but, "too easy base defending with the ability to spam the required defence in no time." is a very big downside, which makes this change not worth it. And again, it favors defenders over attackers. I suggest making a new engineer unit, "T2/T3 support engineer"
The fear turned out to be not true so far, so there is a good chance it won't turn out true now either. Else it will be adjusted. There are still downsides to higher tech engies. And i am strictly against new units until absolutely necessary.
6)This patch not addressing the actual balance problems
-RAS being stupidly OP (this also goes for the sacus RAS spam).
-T3 air OPness. A nerf for this should consist on a small nerf to ASF stats and a RAS nerf, delaying the T3 air stage.
-Land balance bertween T2 and T3. T3 stage very easy to reach leaving T2 units useless. And of course the loyalist nerf (I would increased their mass cost to 640).
(I have heard rumors about Zock intending the change the balance between T3 and T4 units I am completely against that. I think its in the perfect spot right now, at least for teamgames)
-Seraphim being a very map dependable faction, very powerful in some maps, useless in others. Seraphim needs a T3 land buff, and the T4 bot is currently crap against any microed force (UEF Shield Gun ACU vs T4 Bot is a win for the UEF without losing all its shield, even with range advantage to the T4). I also think they should have the best t2 gunship.
Indeed, it isn't. Yet, many people complain that it is already too much change at once, so it is a compromise between solving some problems, but not too many. RAS was planned to be changed this patch, but was split off into the second part after feedback on it. It will be changed though.
There will be changes to t3 air at some point too. Just, as said, we can't do everything at once for many reasons.
Believing rumours can quickly make you upset about things that are not true - after the second part of this patch, we'll continue to work on the patch that we worked on for most of the last year - the patch that nerfs t3 compared to t2. It will take a while until its done though, as it'll also increase EXP buildtime (but not make exp weaker compared to t3 in general).
-Seraphim t4chicken will be buffed in part 2 of the patch (if we can make it work, there are many technical limitations with what i'd like to do)
So while it's unfortunate that we can't fix everything at once, you can look forward to the future.
Hope this helped, and i am aware the t2 changes are difficult to see as part of a bigger picture rather than isolated by itself, but please try giving it a chance, just as i'll give it a chance to revert/change/reduce them (good chance it would've happened now if this post were done in the beta, possibly with a few replays proving it's points - now we have to wait until the next patch for any potential change).