LSM's massive toybox and blatant favoritism makes them soft. Ork players have had to fight an uphill battle since day 1. It makes us strong.
Orks effectively have two options for hitting someone more than ten feet away, and both of them are on Loota, who is absolutely defenseless in CQC. Those are the Ace Dakka, which of all of the Deffguns has the lowest DPS, and the Kannon, which has a massive wind-up and reload time. Both are gigantic and extremely difficult-to-hide targets and both of them get absolutely screwed by suppression. I know there is this mentality that Orks are supposed to be much better at close-quarters fighting and their long-range shooting should be crap, and thematically, this makes sense. The problem is that in this game, if we were to do that, Orks would have to be MUCH more durable to compensate because we would be forced to advance on positions in order to be effective. In addition, removing our long range options makes Orks basically unplayable on fortress maps. 1: You cannot attack. With no long ranged weapons, you're forced to simply run forward and get gunned down, with no options for softening or deterring the enemy's defenses to give an opening for a big push. 2: You cannot defend. Other factions will simply sit at the edge of your effective engagement distance and shoot you to death, and you either have to abandon entrances and let the enemy establish a foothold right outside your doors, or run out to meet them and die. The meta favors shooting, so in order for an army that can't shoot to be viable, the meta would have to change, and LSM players would just bitch about that too.
"Highest Toughness rating." Eh? We loose that to title to CSM, who with one 150lp investment gain 130, put the first armor on that for 150 toughness and 400lp. That beats Orks on toughness apart from Nobs with Mega Gobz. Git yer faktz rite spehs mareen! Ya wudn't know a tuff Ork if 'e kicked ya in da 'urty bitz!