Still don't think 1.1 will fix Zerg. Slower reapers won't stop them being OP, maybe reduce building dmg or give cliff jump a cooldown. BC's down to 8 dmg ATS won't be that much of a loss for Ter IMO. And tank dmg reduction isn't really that bad IMO, what did they say...taking it down to 35dmg vs light or something? That's the same as BW I think, coz it was 70 dmg explosive (50% or 35 vs light), but they have a faster shot rate. SC2 tank dmg is normal, so we're basically back to BW setting vs small units. (could be mistaken as I haven't investigated it too thoroughly).
I think the biggest problem atm is how insanely powerful MM balls are. Ground splash/area damage for zerg is banelings and fungal growth, but it's just not as effective as lurkers used to be, especially when you talk about big armies, you can't get close enough for either to do the job it needs to. Terrans ability to mass with reactors is incredible. If the queen had an auto-cast on the spawn larva ability it would be a little easier. Just thinking also, is it perhaps that marines are slightly larger on the game screen than in BW, meaning splash/area dmg abilities don't work as well as they used to? But you'd also thing that the silly AI 'balling' of MM groups would counteract this.
Also, why is it that zealots are now more powerful vs zerglings than in BW? I can't see how that unit clash needed to be changed at all.
Eh my 2c. Could be all bullshit but that's my take from the smallish amount of gaming I've done.
Also, marauders are just too big of a bang for buck in general. Either reduce their dmg, their HP or increase their cost or build time.