So each time I look through the army lists, I'm discovering things. There are 20+ years of assumptions built into my brain about these armies, and WtoW has really done a good job I think of changing things up in small but important ways.
Like someone pointed out that dwarf hammerers don't have the Always Strike Last rule. That is huge. An actual hammer unit that isn't always going to go last. One little change but has a huge impact on that unit.
So that got me looking for more hidden nuggets....like Ironbreakers have the regiment rule...and iron drakes have the detachment rule. Another minor change that has some interesting results.
Being able to get the Drilled rule on units is important as well. In the case where movement is critical, they start in march columns to get that little extra movement at the start of the game and then pop to combat columns without cost. I know it doesn't seem like much, but when your move is 3", marching for 9 is a big deal.
How about rangers having skirmish and open order, so they can snag ranks if they want to, even in terrain. Although that did strike me as odd. Skirmishers don't get any extra movement. So while flexible in which way they move, their distance is capped at 2xM. But open and closed units can get 3xM when in march column.
Here's one for discussion. The Anvil of Doom is a warmachine. Can it take engineering runes? There are two that could benefit it....one grants it heavy cover, the other gives it +1 combat result in melee. Technically I don't see why not. Engineering runes have the requirement that they are only for warmachine units...