Considering how expensive most, but not all of the CSM codex is, they are supposed to be an elite close assault force that may not have the heavy weapons to win a shoot em fight, but they are supposed to be able to get into combat fast and hit hard. They also traditionally are suppose to have the ability to drop pod troops in, and the lousy, expensive and unarmed Dreadclaw do not count because of the silly rules FW have given it.
They need a transport flier like SMs get, a decent drop pod, some outflanking or pesky annoying infiltrating troops that do not cost a planets annual budget in points value to add to the army. They also need a better Anti-flier option similar to a hydra AA gun, but maybe daemon possessed and it can spit out daemonic lightning arcs in the sky, or something like that to make it chaos-y.
Some of the units we have now are a waste of space - Mutilators, and to a lesser degree Possessed. They are assault troops with no ranged weapons, so were are my frag grenades? I know, Mutilators with Dirge Casters inbuilt into their Armour, that would be good but over powered, so just give them the frag grenades.
The current 6th edition Meta is mainly built around massed infantry, lots of fire power, decent high strength, low AP weapons, some of which are blast/ordnance, weapons that ignore cover, or equipment can remove your cover save bonus, and lots of fast scoring and denial units to distract, and snipe at the enemy, and lastly fliers and anti-flier Skyfire/intercept units. Vehicles are in decline, but not out all together, as fast tanks, cheap transports that you can get loads of, and a few exceptions like the fast walker - Mauler fiend have proven they can outlast the declining vehicle trend.
Horde Armies are popular, but easily able to be countered - IG artillery, lots of Tau, Eldar and IG massed shooting, of which we can expect C: SM to add cheap tactical squads to the list to provide even better wall of lead to take the hordes down.
Monstrous creatures were pretty good in the early part of 6th ed 40K, but with so many poisoned weapons. and the now rumoured graviton gun coming out, their high toughness (6 or up to 8) is virtually voided, especially if they have decent armour values. FNP helps to ease this, but just hope the weapons are not also instant death.
Each Codex needs to be a master of one tactic possibly a few, and lesser master of all the other tactics. For C: CSM, Assault fast movement, Sorcerers/psykers and fliers should be their thing, with hordes, massed heavy weapons units and artillery being their not so good thing, (but they still have it).
Where a race/codex does not get psykers, they should have a inbuilt ability/upgrade or unit that helps the army to resist psychic attacks. If a race/codex gets psykers, but can not get psychic hoods, etc, they should be able to get equipment to allow re-rolls of their failed psychic tests. Chaos Sorcerers and Daemon Princes can get Spell familiars. Eldar get their Ghost Helms. SO everything seems OK in that regard. There are some races that have missed out in psychic defenses however - Yes Tau, and I do not even use that army.
As to Orks and what Cactus was talking about. What if they made it so any Ork units with a model within 12" of a Ork Psyker (as they have a useless set of powers, and therefore suck at their job) get a 6+ invul save. It would mitigate many of the AP 5 bolter fore that thrown at them. Especially now that many armies are getting weapons and equipment to ignore their cover? It would make Ork armies a bit more durable, and give the Green tide a huge boost.
I know many might disagree with me, but it will bring balance back to the game.