Alright, been playing the game on and off for these last few weeks with the patch enabled, and here's what I have to say.
1: Tank destroyers still need more buffs. IMO, they don't need that many, aside from just an increase in range. Despite doing what their name implies, they STILL struggle with tanks (especially rhinos), due to the range and turret not being able to rotate to attack whilst moving. If the range were to be increased, I could see more players actually picking Germany when playing the Allies. They either need an increase in range to compensate for the light armor, or simply heavier armor (or just more HP), with no further increase in the range as is, seeing as how they get melted by what they're supposed to counter. Especially considering the game is all about spamming out your tanks and vehicles, you'd think a tank that is supposedly strong against other tanks, would be a good competitor in this meta.
2: Robot Tanks should have a SMALL increase in HP, and a bit in range. They exist for two reasons: to do surprise attacks across water (in a map where applicable), and for the Allies vs Yuri matchup. Even against Yuri, these tanks die WAY too much, and always feel like a waste of cash, especially with someone who has the quick reflexes to juggle your robo army with the magnetron + gattling combo. Aside from maybe the occasional ambush from the water, I rarely see these being good against Yuri in the games I've played. I can name only one game where they were helpful, and that was back when this patch first came out, due to the Yuri changes. This'll make the Robot Tanks on even ground, and will make people consider using them, especially against Yuri.
3: Make some form of delay with Yuri's Magnetrons. The startup is already too fast, especially given its range as it is an artillery unit. This will give time for players to react to the Magnetron + Gattling combo, and punish those who're too slow or not paying attention. Its VERY easy to juggle an army due to the non-existent delay. With some form of delay, the Yuri player will need to quickly pick and choose which units to lift in each battle, making it more emphasis on high skill, high reward.
4: Grand cannons are already a strong defense IMO the cost in money and power is fine, but the range needs to be nerfed. Without SW, it is next to impossible to destroy the cannons, especially with anti-air and air units on the same team as the cannon. That, and people're constantly leaving or saying to switch off France (as well as Yuri) in a majority of the games I've played. That, and on some maps, it feels almost impossible to destroy. You can build the cannons off a nearby tech building, and bombard other buildings (in some cases even a player's base), and the large damage + splash makes it hard to approach, especially if done early on or too close to a base. Plus, IMO, artillery SHOULD be able to outrange a grand cannon. Correct me if I'm wrong, but I'm at least 80% sure that the V3 is the only land artillery unit that can outrange these. From experience, almost every other artillery unit just gets destroyed trying to even begin to fire at the turret. Sure, the cannon's fragile, but ALL artillery should be able to outrange it. And if there's a lot of anti-air and a gap generator thrown in there, good luck destroying them without SWs.
5: Slave Miners I feel should have a SLIGHT reduction in HP. This one is arguable, but in a game where money's tight on the map and you're going all in, Slave Miners are VERY tanky for meat shields.
6: The changes to Battle Fortresses is a BIG one, and makes them way more balanced. In past games before the patch, most games against Allied players were basically over once they started getting Battle Fortresses, due to the huge damage and range. However, with the damage nerf to infantry inside, the range is okay, and makes skirmishing other Battle Fortresses more strategic at all skill levels. No longer will I lose batches of tanks to them, unless I chase after them.
7: GI's I feel should be...changed big time. Yes, they have counters. Such as Desolators deploying to kill them from paradropping or to simply outrange them, IFVs, Flaks, Gattling Tanks, there's many ways to counter them. But they're WAY too campy. Especially as America where you get some for free on occasion via their paradrops, not counting the tech airport of course. They shouldn't be able to just destroy a lot of tanks (especially rhinos) just by deploying and camping a bottle neck or path. That job should be for the Guardian GI's, they were implemented long ago when Yuri's Revenge came out to be an anti-air and anti-tank counter. If you nerf the GI's deployment damage in some form, I say they're fine everywhere else, such as garrisons, and against infantry (which was their purpose from the designers POV.) Plus, Guardian GI's are used very rarely outside of a few to guard a base or path, and to be used in battle fortresses. Guardians have their role, and so do GIs. Hell, IMO, I thought the GI's in base Red Alert 2 were pretty well balanced. They should've stayed that way in Yuri's Revenge, now that they have the Guardian.
8: Yuri's Initiates are quite strong due to their short range, which makes them balanced for their cost of $200 a pop. However, them being garrisoned should be nerfed. They absolutely MELT through tanks like a hot knife through butter. They should at most, be on par with GI's in terms of garrison damage, especially seeing as how both cost $200 each when trained, without accounting for paradrops from the tech airport and airforce command (if playing as America.)
9: Prism Tanks I feel should NOT be able to fire on the move. Their artillery. You should be punished for not using them for their intended purposes. Its WAY too easy to bait them into other tanks, and feeling like you got away unpunished. Its an artillery, it should be used for long ranged poking and destruction, but not on the move.
Aside from that, that's all I can say. Everything else is fine.