1. Idle Creep Tumor Button
Personally I always felt that it felt uneven that Protoss had a free hotkey. I'd like to see an idle creep tumor button for Zerg. Ideally it will work more like idle worker button though. You click it twice to take you to the tumor and every successive time takes you to the next tumor. Holding control while pressing this button selects all idle creep tumors, just like the idle worker button.
This, as with all the hotkeys I will suggest are customizable. (I believe all hotkeys are customizable anyway)
2. Separate Overlord Rally Point
I've heard even from pros separating overlords from the normal army is at least slightly tedious and probably more tedious for those of us who don't have 200+ apm. I don't feel it's a proper apm sink, as Protoss and terran don't have to deal with this issue with rally points.
Now, by default Overlords will still rally to the same point as the army. So when you click around (as now when you click something minable drones go there, but any other space in the map it becomes your army rally point). If the rally point is set manually with a hotkey then it will be a similar apm sink as building pylons or depots.
3. Add-ons on the left
Fairly simple, allow a separate hotkey for placing tech labs and reactors to the left of a building rather than the right. What I would ideally like to see is the graphic/animation of add-ons to be allowed to be placed on either side, rather than having separate left and right type add-ons. This works best as a separate hotkey because having a separate window or anything else, really, overcomplicates the process of building add-ons, simply making it a customizable hotkey makes the issue much more easily dealt with and allows better sim city and macro.
A good point for this is that for Terran depending on where they spawn on the map their strategies may have to change simply because it is extremely common to wall with a barracks or factory and due to how the add-ons currently work sometimes they just can't be built from there, sacrificing utility of a building.
This might seem like a metagame issue to you, but it's fairly ingrained in Terran structure of playing, much like prioritizing MULEs over Supply Drops.
4. Shrike Turrets
The only change I recommend that may affect balance, but I still feel this falls under QoL category for what I will be suggesting.
Reduce Bunker space by 2, add Shrike Turrets on top of a Bunker. This gives Terran the ability to leave Bunkers in places they feel they need static defense without dedicating supply or leaving something silly like a PF just to defend a location.
Shrike Turrets themselves will have a dps of 10 and only shoot at ground. It will still have a cargo space of 2 and therefore still be customizable and will still have the highest dps of static defense when supply is added in to it. Neosteel Frames will still affect it, turning it's Bunker space in to 4. Hi-Sec Auto-Tracking will affect it as it does all Terran Buildings and the Turret should start with 7 range.
Without supply inside the Bunker it will be the weakest static defense, technically, as currently without supply in a Bunker it doesn't... do... anything.
Alternately; Keep the same Bunker space and add the Shrike Turrets as an upgrade AT the Bunker for 50 minerals. This is a per Bunker upgrade, not global. The Bunker takes 20 seconds to build a Shrike Turret. In this incarnation it can shoot air and maintains the same dps.
I tried to keep this from getting too long and just get my ideas across as concisely as possible.
If you like ANY of the ideas please upvote :) Then make a post with your feelings and which you like and do not like and if this post becomes popular I will make a tally of what people like or have "voted for".
If you don't agree, please share why.