The missile truck change is my favorite from the patch. Before, you could get a deathball of missile trucks and it was super oppressive. Now, they can't shoot over each other, so they're able to poke with low damage but never snowball into actually a lot of damage. It's kind of perfect for how they were intended to work.
I've been enjoying 1v1 a LOT since the patch dropped. Raider units still dominate the early game, as they should, but it actually does become a winning move to transition away from them. Having more hp on the mexes and cons makes leaking a little more forgiving - so eco builds stand up a lot better to aggro builds. Also, LLTs are more spammable - and they're good against raiders.
Lower factory costs make tech switching more attractive all around.
The T2 unit changes are more relevant in team games. The T2 AA bots are still largely ignored though, since spamming T1 AA covers more of the map.
Legion now has T1 ship introduction. The destroyer (heat ray, drones) is cool, but lacks depth charges for anti sub. The frigate is purely torpedos, with nothing for hovers and shore skirmish. The scout ship has guns but no radar, and the radar ship has AA but not guns. It is interesting to see the roles hyper-specialized.
I think the T1 arti ship is too expensive for its role. But this is Legion and in keeping with its motif.
AI remains a fun mode for practice, especially macro practice while under threat. The basic challenging barbs are BARBarians (hard or aggressive). They’re tuned to be a little too scared of static defense, but do fine repelling attacks. +50 bonus is a good challenge, particularly on 8v8 open maps. +60 to +70 are a difficult challenge.
Custom barbs are also great. It’s an open source game and you can make your own. SMRT clan has a couple barbs. A few spinoffs like JEFF and Reaper use air very effectively. Fun game mode.
I think the AI generally has huge issues with Radar Jammers and walls. Abusing those is a bit too strong combined with their aversion to static defenses. Though to be fair they will overrun both when they mass much more than required.
I’ve been experimenting with mods that turn off jammers, dragon’s teeth, and spam (you can build 10 ticks, you can’t have 100 on the field at the same time). That’s makes it more appropriate.