Now, these are just some thoughts at this time... everything is alway up for grabs, and I will playtest thoroughly before 0.3 is released, so if you don't like a particular "take" on this, don't sweat it, because I may not like it either and may end up doing things totally differently.
-halve knight heal speed
Knights are going to be very, very carefully re-thought, on a lot of levels, as are Rooks. Wolves and Sheep will basically be very similar, with only minor differences.
-sack zeus off
Done. I'm building some custom models, actually.
-give archer arrows a (buff)
Done, more or less. Bigger AOE, different damage buffs against various units (they will not kill Sheep with a single hit, but two will, for example) and more spread so that they kill areas, not individuals.
-Make the comm missile (better)
I am thinking about that one- it's a tricky issue that goes to the core of early game, and I will consider it.
-Make it so lords cannot be built
Some people liked it... why don't you? You weren't terribly specific, and I'd like to hear your opinion- I am fairly neutral on this topic, and will listen to all sides.
-reduce the size of rooks by 30%
Actually... I think rooks will be larger in the final build. Why? Because I'm going to make it so that you need multiple Knights to kill one, statistically, and you won't be able to spam them out like you can now. I was very unhappy with the "hordes of Rooks" basically turning the central battle into a continuous, non-nuanced explosion-fest, with interlaced Rooks basically killing everything else, including each other. Not that I mind the sheer death, mind you... just the fact that micro plays no part once production reaches a certain point. I really don't like games where the player has very few decisions to make other than boosting the economy... and the patrol paths out've factories
-make wolves have a (different gun)
Wolves will get owned by Knights and Rooks, no matter what they're armed with. That's an inherent part of the basic game design, so keep that in mind. Wolves will own Archers and raid Sheep. That's how it's supposed to work... and it basically does. But the current Wolves are not effective enough to be anything but mobile radars, in human hands, and will be made effective enough that a "wolfpack" will be a real threat to an isolated Rook. So, no matter what the gun looks like in the end... expect it to be more effective.
-make rooks suck more against knights
Instead of going that route, I'm going to make Rooks bigger, eat more resources, and be slower- think of them as mobile towers. That'll end up having a similar effect. They're going to own more Knights per Rook, but will have a practical saturation limit (as opposed to the current ones, which actually get more effective if you put them together, because of interlocking fields of fire).
-allow pyros to kill pyros, zeus to kills zeus and knights to kill knights
Knights do kill Knights... just not well. Again, it's a balance thing. And Arm Knights don't hurt Arm Knights, and vice-versa, because of the friendly-fire issue. There are other solutions, though, and I will take care of that.
-scrap the factory
Yup, they're gone. Unit beamers are much more cool anyhow (as well as being evil).
-make the fortifications (much more buffed)
That would, unless I radically changed the weapons, make them just about invulnerable

The AI has enough problems with them now- have you tried making multiple layers of them and putting Archers and Wolves behind them? I've been rather tempted to just take them out and put in something else... like... say... mines... hehehe
-give the big overlords (a different weapon combo that makes them more effective)
Did you not bother watching the replays? I put them up to educate you... At the end, two Demons and an Overlord completely hemmed in a KAIBlob army, without dying, while killing... I dunno how much stuff... and keeping even more stuff occupied while Archers killed them. I could give them more effective offense, but I'd be really, really tempted to halve their hitpoints then, so that they stay balanced. Otherwise, porcing until they're built is the game. Which sounds like a nub matchup, not a real game I'd want to play. I don't think you really want that, either, but think through the implications... and watch that replay with FizWiz if you're still not convinced. I'm not totally against changing their weapon combos, btw... just their total effectiveness. The Overlord, for example, has a rather buggy script that doesn't allow it to fire often enough... I'm not happy with that, but I'm building new models/scripts anyhow, so I'll make them work right.
-reduce the incidence of chain reactions with knights
Done. Didn't like that, and decided that it's a bug, not a feature. It really nerfed Knights far too much.
-increase radar range on wolves by 25-50%
It's already 1000. Does it REALLY need to be larger? There's nothing like them in XTA other than the truely ridiculous radar planes...
-take away the big boom on overlords
Nah... that means if some llama's building a super-weapon in a nub porc, and I kill it, then they lose. Wahhh. People who're uncomfortable with risk should just build something safe, like hordes of Knights
I am not a big believer in super-weapons, unless they are truely game-ending- if I ever have a nuke in a game, it'll just end the game for the losing side, period- none of this baby-nuke stuff that most games have.
I hate games that allow people to porc well- it was bad enough in TA, where ground combat was a lesson in futility after midgame, and nobody who knew what they were doing actually built things like Krogs, because compared to aircraft and nukes, they were inefficient killers. That was uber-lame, and I'm not happy with the way that XTA has, thus far, not addressed that very well (although it is better than OTA, in some respects). In some ways, NanoBlob 0.2 has the same problems- floods of units from KAIBlob or the Fortresses might as well
be walls, even though they're technically mobile... that sucks, and I don't like it.
I do not like it when tactical micromanagement (such as my commando raids with Knights, which if you watch the replays are almost purely human-controlled) doesn't have a decisive impact on games. That's the biggest area of pure suck in 0.2, and I'll be the first to say it- it's not the only area of pure suck, but it's the worst part.
Expect that to be addressed- in 0.3, I will make tactical micromanagement much more important, and remove the factories... unit beamers will, instead, put an "army block" onto the field, allowing players to put a mass right near the front lines without any wait... and making area control both more possible... and more vital. I do not expect KAIBlob, in its current form, to play it very well at all... but then you can re-adjust it- heck, if you can teach it to make and "throw" unit-blocks like a person would, it'd be downright cool!
At any rate... don't spaz if my first thoughts on all of this aren't your cup o' tea... as you probably realise at this point, I take game designs through a lot of testing/polish/testing cycles in between releases, where possible, to get things clean, and I will be very much focusing on "fun factor" elements for this build. I've been enjoying working on Nanoblobs, because it's a very clean design, unlike a monster like XTA, and it's allowing me to focus on essential elements effectively, instead of being lost in a great muddle of details...