Then for balance sake youre giving up on ranged capability. You just cant have weapon which is as effective as full fledged rifle at range and as effective as clubba in melee.
Mace<Sword/Choppa in current meta, the weapons are asymmetrical, not straight upgrades, that's why they all cost the same. Arguably in current meta, it's worse then a knife.
Yet you have knife which costs less than sword mace or axe and these 3 are supposed to be sidegrades, dont think just about current meta, but what might and in this case should change. Then i also support some standards, apocs, painboys and eldar have buffed self defense weapons, bring it to those standards, theres no reason to favor sorc by giving him full fledged melee weapon along with ranged weapon, sorcs will still be flexible in their choice of melee or ranged options. Even wolf priests need to decide between bolter and power mace.
Hmmm...honestly? if it's an expensive upgrade, and the staff itself should be expensive to equip, I think that's a fair trade.
Eldar are still missing ammo mods and scopes. Orks are still missing some mods on their melee weapons. And all heavy weapons except the Grav Cannon are missing their mods. It's been over 6 months. I don't think we'll see spell mods anytime soon.
It's already a really big problem affording the LP to equip offensive spells without making your Sorc or Warlock totally useless. In order to afford the Daemon Bolt you have to build the entire build around one spell. That's pretty lame. Add to that the spell is complete crap. The Daemon Bolt is too slow, takes too long to cast, rarely does it kill anything, eats too much mana per cast. I'd imagine we'd be running around wearing a wife beater tshirt and a loin cloth for armour if we had any methods of increasing spell damage because the mods would cost so much. That's on top of BARELY being able to afford those offensive spells on a normal loadout because of overpriced support gear. Even if we had spell damage mods we couldnt equip them because they'd cost so much. Hell I cant really even afford the current extra mana and mana regen gear on a Nurgle build with the heal and the stream of corruption. I'm going to give up Warp forged armour for spell mods? No way. Supports in general get totally screwed over by LP costs that are just too damned high for ALL of their gear. Tactikools get the best gear options and the lowest prices, have no doubts. I can rock an assortment of totally amazing loadouts on my Tac/Traitor builds and have a blast. Try a little diversity on a Support build and you're out of LP while still having shitty durability. Even if we get spell damage mods next week we wont be able to work them into our most viable builds because we'll be over 1000LP. When Heavy Weapons finally get HVY weapons mods they'll be in the same boat as Supports as in not being able to afford the mods. Meanwhile Tactikools will still be rocking two or more weapon mods and beast mode Wargear, high durability wargear plus grenades.
You know, I'd agree with the overall content of your post if it wasn't slathered head to toe in hyperbole.
Tbh, warp spider would actually be pretty easy to implement, put teleport as dodge, something akin to n7 fury dodge in me3 multi. Animate dodge and teleport mid jump helps enemy see direction you dodge in. Add in 130 toughness armor, base hp/armor at 175/100, remove movement speed bonus(due to heavier armor) and make their weapon short range auto shotgun, limit base stamina to 1 if needed but i dont think it would be necessary as they already have bigger hitbox than most eldars. Heavy(by eldar standards, nurglite still at least 20% tougher) shock infantry, unit eldar miss badly. For death spinner ive been thinking 55dmg/12.5m to 45/25m, 300 rpm, 10 shots/clip, 1.7/1.2 reload, 275 burst dps, 149 sustained dps when fully emptied, 158 with 1 shot left. Though 550 dmg per clip might be slightly underpowered as its barely enough to kill 1 guy(and not even 1 veteran) so you can bump it up to 20 shots and reload speed to 2.3/1.7, which would result in 174 sustained dps when emptied and 190 with 1 shot left. I dont think it would be overpowered. 1 new animation + effect for dodge, though you can probably reuse animation from other eldar. 1 new effect for death spinner 2 models for character and weapon.