Since you said we could suggest, here are a few I have for the 4th Ed. EO codex.
1) For the Flip Belt, I really don't like the idea of the 5+ Invulnerable save. It seems overpowered to me, especially with opponents having to divide their WS in half due to the holo-suit. Consider: the vast majority of opponents need a 5+ to hit. That's tough enough as it is. If you really want to keep an invulnerable save, at least lower the save to a 6+ Invulnerable.
1A) One proposal I'm making for my league's next season is the following:
When consolidating after winning an assault, Harlequins roll 2D6 and move a number of inches equal to the highest result. It reflects their acrobatics and ability to deal a killing blow on the move.
2) Ditch the Hit and Fade if you're keeping the Invulnerable save. Too many gimmicks stacked together.
3) Should you decide to omit the Invulnerable save mentioned in (1), consider this addition for D-field:
A Troupe Leader equipped with a domino field may make an opponent in close combat need sixes to hit, but any Wounds inflicted must first be applied to the Troupe Leader before spilling over to other models in the Troupe. It never made sense to me that a Troupe Leader could buy it but not really benefit from it unless he was the last survivor. At least give the player an option to risk it. Besides, I see a Leader as someone who's willing to lead the charge and set an example for the rest of the squad.
4) For Tanglefoot grenades, you should stipulate that it's on the first full round only. I don't see Harlies throwing additional grenades during a close combat. They already get all the perks from the Flip Belt and Holo-suit.
5) I don't like the Familiar Group, mostly because they seem inconsistent and grossly underpointed for what they do. One Benethai seems appropriately pointed at 25 (18pts for the Fusion pistol and 7pts for the +1A). But the additional Benethai fall apart from there. How do you justify giving an additional Fusion pistol and +1WS for only 10pts? Here's a chart detailing the benefits you've given for each level:
# COST SHOOT BONUSES FP COST BONUS COST UNDERCHARGE1 25 Pistol +1A 18 7 0
2 35 Assault 2 +1A, +1WS 36 14 15
3 45 Assault 3 +1A, +1WS, Far Reach 54 21 30
4 65 Assault 4 +1A, +1WS, Far Reach, 2nd Psychic 72 28 35
If you're going to give these benefits, at least make it reasonable for other players to accept when they read it. Otherwise it comes off extremely cheesy. Even the assumption that each bonus is 7pts seems low, particularly for the psychic benefits.
Just my thoughts.
-HQ