The Roach range was definitely needed. Weakest of the three (Stalker, Marauder, Roach) in a straight up fight because the kiting is ridiculous. I'm terrible at micro and even I can stomp an equal number of roaches with minimal losses to stalkers, and you see the pros do it without taking a single hit because of the speed and range advantage.
Agreed on Reapers owning team games. Two Terran's Reaper rushing with like 4 guys (followed by more as they become available) can knock out a single player extremely quickly, or at least set him so far back that he is 5 minutes behind the other players. We'll see if this change actually makes a difference, the nitro doesn't really seem that essential for a team reaper stomp.
The supply depot thing...I understand where they're coming from. Protoss need the power field to build proxies, so this slows down the rax on nonsense like a proxy 8 rax to make things even, but for the average build (9/10 depot, 12/13 rax) it really makes no difference. I don't think it's really an issue unless you love doing your proxy rax all the time.
I was thinking at first the protoss win ratios seem high, but then I reconsidered. I definitely win about 60% of my games (gold, ~80 for 60), because the protoss units are just so god damn powerful and they can afford a couple mistakes a lot easier than delicate zerg and terran units. Ever see a misclicked bio-ball walk into a colossus, or a couple tanks moving past an immortal? Some hydra's wandering around off creep? It isn't pretty. You know what happens when a group of stalkers blunders into the enemy? "Oh shit, blink back. Whew, luckily that only cost me 20% of my guys." The other armies get vaporized at my level if you are caught out of position.