but consider adding more time to the Pathogen Glands upgrade on Infestation Pit.
Why does this upgrade have such a good tradeoff? It is considered a mandatory upgrade, and it is just as powerful as Khydarin Amulet was. Right when the upgrade finishes, make like 10 infestors and let that energy rise. At that point, Zerg is impenetrable. Wasn't this why Amulet was removed? Pathogen Glands should either be removed, or require about another 20 seconds. This would help against fast-Infestors.
It'd also be nice to shave a few seconds off of late-game Air unit build times for T and P, ie. Carriers/BCs.
They would still cost the same, so getting more earlier would be an investment..
but it might really help T and P keep up with Zergs instantly tech switching to Air after being on ground all game long.
Pumping out a few Carriers or Ravens is just not plausible after losing a ground army, because it takes so long to get just a few out that it's better to get a cheaper army faster instead of dying before you can get another decent one up.
Zergs however can just make a crap ton of Infestors right when Pathogen Glands finishes, then a crap ton of Corruptors and Broods after losing a maxpop Ling/Roach/Infestor army.
This is the biggest problem in lategame vs any zerg, and shaving off build time from the bigger Air units of T and P would really help more than almost anything else I can think of.