2 cents about Space Marines.
When you look first at the Space Marines, you will see
Initiative 1
Strategie 5
Shall Know No Fear
Higher activation count
Highly Mobile
Well armoured
Despite this I think the SMs are probably the most balanced army in the game.
You can have different variants of „balanced“, ranged, CC or Drop/Air Assault lists and be successful with all.
This only is about the SMs not the Navy or Titans.
How can n army that starts out with such a list of great features be balanced ?
This is possible because the list has some inherent restrictions:
No special in game rules, besides „Shall know no fear“.
Formations with low unit count.
No TK weapons
No Macro weapons above 15cm range.
No long ranged weapons. I.e. ordinary range up to 45cm - indirect up to 90.
Expensive characters.
When you change any of these you will „ruin“ the balance.
The WW is the perfect weapon for the SM army.
It will offer a way to counter hordes of infantry. It fits the no-special, short ranged, mobile flair.
It gives you 4BP every turn, a feature that is balanced by the possibility for the opponent to reduce it easily to three, because of it’s „short range“ and 5+ save.
You do not see it very often, because of it’s „short“ range it is an „specialist“ weapon. It’s not for block heads, who can’t think farther than standing on the base line and pound the opponent’s deployment zone.
The WW does not win a game for you - it’s a support weapon, it only helps other formation to win the game for you.
Right know you have to decide when to shoot and when to move to be at the right place next turn and where that might be.
Even more important especially in the first turn you have to decide when to activate.
Is there a thread to them or any other unit, you must counter. I.e. Deathstrike against you Titan. You might activate it early race it to the front and use it as an „assault“ gun.
Do you shoot at some garrison early or postpone until some more juicy targets appears.
Do you fire them early foregoing some potentially more interesting targets to delay activation of something more inportant.
It’s also rewarded if you deploy them well.
If you think them important you will have to protect them by striking early against your opponents long ranged threads.
If you increase the WW’s range to 60cm you take most out of it. You change an interesting capable (if handled correctly) weapon system to a no-brainer,
We have enough armies, you can play without thinking, so please don’t change it.
I loathe armies that do not give your opponent an even chance to fight, so when I think what increasing the range does for a Thunderhawk/Drop list I start to faint.
Regarding Hunters.
They are too expansive for what they do. Give me a Hydra or even better a Firestorm for 50 each and sack the hunter.
AA is not „mainly“ about Blast Markers. It’s about getting rid of a thread by killing or making a counter thread.
When you send in your Marauders you do not care about the single Blastmarker some 6+ AA might give you. You will fulfil your goal and attack the target. And you will do it again. So you ignore the OrK Flakwaggon, but you will not ignore a Firestorm.
The same is true for ground assaults. If the single point for „Not having blast markers“ makes a difference than you rolled badly or choose a risky target.
Having your Thunderhawk killed, not being able to deliver the assault troops or having it killed preventing it to contest objectives or having it killed to prevent it to redeploy troops is what counts. Blast Markers are nice, and may make a difference, especially against high initiative opponents, but a kill is much more important (and it gives another BM

)
I think most formations/upgrades are priced right in the NetEA list.
The Vindicator is too expensive. I use it sometimes because I like the models. It should compete with Bikes and Landspeeders for a slot, so I would reduce the cost to 200 - which would also fit with the cost for a Vindicator bought as upgrade.
The Predator Annihilator is too cheap and the Destructor is too expensive . A split of the cost as in the UK list makes sense. On the other hand the Annihilator is useless against infantry only/heavy lists, so if the cost stays as it is I do not see it as a major problem.
The Thunderhawk is too cheap. It costs as much as an Ork lander. or an Vampire Raider, but is better at what it does.
Also the Thunderhawk should count against the Navy/Titan limit as the air transport choices in other armies do.
The cost of Dreadnoughts is not that relevant. Mainly because of the SM cost structure. Whatever „extra“ you buy will cost you an activation or at least makes you change an activation for something „less“.
IMHO this is good. Looking at the cost of comparable units 50 pts seems to be ok, if not even a bit on the cheap side.
So my take would be
Split the cost for the Annihilators 225/275.
Reduce the cost for Vindicators to 200.
Reduce the cost for Hunters to 50.
Increase the cost for Thunderhawks to 225 or even 250 - Or make the other armies’ choices cheaper.
Move the Thunderhawk to Navy/Titan.
Or just leave it alone

It has some really minor Quirks, but is very balanced overall.