Things would get more simplier to have them bone 2+ initative and no special notes here and there.
Besides snipers are not that dangerous since not many players took them and if they do, they still need to get in range, actually roll a successful hit then the Eldar player not saving on a 5++.
Same goes for barrage, it can be altered by precautios placement to defend important units within a formation. (I know sometimes it doesn't work, but that stands for every army not just Eldar...)
As a whole army perspective, the Living Few seems a little annoying restriction, its just simply forces the player to take more tanks and planes. So far what I have built in theory, this rule denied me to take just one more "living" formation. (in a 3000 point build, took 2 spirit formation and wished to take 3 living one.) And instead go for something else.
Also I'm not really convinced by that spirit warhost "MUST" take any kind of transport and it's GG no re if they recklessly opt to go on foot.
Why?
To quote my mate: "Just think about the list as a WHOLE, not only unit by unit!"
The more activation an army has as a WHOLE, the better... a lot.

Anyway here is my teory hammer. (Ye I admit I only faced against Eldar multiple times but havent played as one... currently I don't have opponents with spare time to play at all

)
Spirit warrior + wraith lord + sc 625
Spirit warrior 350
guardian + wave serpent 350
ranger (4) 100
war walker 150
night spinner 175
swords 250
swords 250
engine 250
nightwing 300
vampire 200
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EDIT: In this case there is still option to deploy the spirit warhost on ground, and use vampire as a bomber, or perhaps snip out small formations with assault and fire support.
Engine can be storm serpent but not necessary, I would use it as scorpion, and if I face titans, go with cobra.
Swords give AA bubble of course.
The 200 points spent on wave serpent for guardians (another super effective FF and fast formation) is the one wished to be a third living formation in a form of windriders.