Generally I like the approach to the changes - I'd much rather small to moderate changes to buff/nerf something to see how it goes rather than overcompensating and ending up either ruining a unit or needing a new balance patch to nerf an overpowered unit.
The only two that surprised me were the soulripper nerf (it makes sense given the changes to other air experimentals but would ben ice if it could have something to compensate it, e.g. a small mass cost reduction, since it's by far the weakest of the three), and the nuke silo change (more for the reasoning, as while seeing 1 early nuke is very common I've rarely seen multiple nukes and if I have it's usually been to that player's detriment - i.e. I'd see the issue more that an early nuke is very powerful in teamgames, especially a heavily hive assisted one that can be both built and loaded quickly, rather than that building a second nuke is really powerful. However, I'm not sure what alternative option would achieve that better - construction build time increase? increasing energy cost of the missiles?)
In terms of each specifically:
- Asylum - fine, it was the best mobile shield
- Titan - fine (they're really good). Feel bad for the loyalist as it feels weaker than the titan
- Sniper bots - Hopefully it's not an overnerf, but most of my experience using them is with my AI since I struggle with the attention/apm to use them as a player so Im not well placed to comment anyway
- Ahwassa - fine, it's really strong if you have air control
- Czar - fine - another strong experimental
- Soulripper - as above feels like it could use something to compensate
- Valiant - good, since it's the only destroyer that is bad vs subs
- Salem - good
- Sparky - good, it could use a small buff and fits well with its theme
- Kennels - good, they could use a buff and this still gives them a clear differentiation to hives
- Nukes - as above, overall ok but I dont see a fast second nuke as that much of a problem
- TML change - nice QoL change