So Black Orcs can potentially recruit from Black Cragg in 1 turn now. 2 turns everywhere else.
IMO, remove the turn time reduction from Black Cragg so that Black Orcs take 2 turns to recruit everywhere, and then change the recruitment time of Big Uns from 2 to 1. Because as it stands now there's really almost no reason to ever use a Big Un, and Big Un's are far too lousy a unit to warrant a 2 turn recruitment time, anyway. "More Black Orcs!" is *not* the solution to greenskins' problems. It's at best a band-aid, and kind of a crappy generic one that leaks way too quickly.
As for the Waaagh! Skill change. Eh. It's a nice change, but it doesn't really help any of the Greenskins' problems. It's nice if you slapped half your points into the personal melee tree. But honestly... where greenskins need help the most is in their units. If you go that far in the melee tree it means you're sacrificing the ability to take the Red Tree or the Blue Tree -- both of which are far more helpful than the yellow tree. Having one unit that hits hard hit a little harder isn't that particularly useful. Far more useful is making your whole army hit harder, better, and have leadership buffs to give them; it's also not something I'd consider giving up Lightning Strike for - ever. So, while it's a great change to Waaagh! (especially for MP), in campaign it's a bit less attractive (except for Legendary Lords who have more points).
As for Night Goblin Warboss and Skarsnik... The charge bonus being a flat bonus instead of a percent was a bug we knew the hammer would drop on some day. But the other change -- making the charge bonus only affect the Night Goblins -- that was NOT a bug! In a previous patch you touted changing the charge bonus to apply to ALL goblin troops of all varieties as a buff in the patch notes. Now that the charge bonus has been dropped to correctly be a % increase, I do believe you should reconsider and reapply it to ALL goblin units, as it was a huge part of what made a Skarsnik start viable -- it kept the other goblins (which you DO need to use) relevant in the later stages of the game. Now that we've lost 70 charge having night goblins (lol) we'll REALLY need that combined arms approach to be effective.
Spell Changes: I'm sorry, but Nightshroud in it's current form is still COMPLETELY USELESS. You could make it cost no mana and it would still be COMPLETELY USELESS. Please return it to its original effect, which was the effect used for Curse of Anraheir (which you just buffed!!!). Making the missile spells have a higher ratio of AP dmg is welcome, thank you.
Unit Changes: Goblin Great Shaman made more useful for MP. Nice. Why not SP, too? Last time I used one was when you destroyed the little waaagh. Thanks for the additional mass on Grimgor and Skarsnik, the +3 melee defense is kind of a bad joke, though - it needs to be better than that. Any improvements to Boar Boyz are welcome, and better accuracy for Rock Lobbaz is nice. A lot of the ROR look like they either got a pointless zero sum change or a tiny nerf. Weird.
So, basically... "eh". I really hope there's a proper Greenskins revamp coming.
What about the rest of you greenskins players -- what do you think?