Hmmmm...my initial thoughts go like this:
Good
-Warpflamers look much better these days than they did. Very possible, if not likely, I'll
take more of them.
-The Warpflame Pistol seems like a no-brainer. If pistols can shoot in combat and this thing gets 1D6 free hits, I'm going to take it every damned time. Be interesting to see what it costs in Matched Play.
-I like the change to force weapons. Would have preferred if they did 1D6 wounds, but I like how they balanced out the three weapon types.
The So-so
-The Soulreaper Cannon looks a tad more useful. I can see myself taking one, assuming it's narrative play and I don't need to spend an arm/leg on it. If I'm playing Matched and the thing still costs about two marines to field, screw it with a 10-foot pole.
-5++? Boooo! +1 Save? Yaaaay! I think, overall, this mirrors the abilities of the Rubrics fairly well. Would have preferred 2 wounds apiece, but you take what you can get. I think general design philosophy is to make things easier to kill (maybe?), though that certainly doesn't explain Gorkonauts with 18 wounds.
The Bad
-The aspiring sorcerer's psychic abilities suck, suck, suck. Oh my, how bad is that? If the structure of the Ksons still require psychic powers to do all the heavy lifting against tanks and monsters, this absolutely will *not* cut it.
Weirdly, I think they may have made Ksons into an assault unit. Warpflamers + Warpflame Pistol + Save bonuses + Force weapons = get me into combat please! Crappy psychic powers and less-powerful Inferno bolters? Meh.