Sorry, but if you have an army that doesn't hit things very often, then why would having an ability that increases the odds of doing damage when you do hit be bad / not worth it? Sure you could take an allied detachment, but what if you don't want to? What if you want to field a pure Ork army because they don't tend to ally with anybody as per the background / fluff? Based on your posts, I would be incliend to think you fall into the more competitive / tournament player side of the player base. So I get why you think about options like that.
From what I've seen of the changes, yes they are slightly easier to scare off than before. They are slightly easier to kill now that you can't have 5 units of 30 boys getting a 5++ save from the kustom forcefield that is only in range of one model from each unit (because that wasn't a bit OP at all). Having said that though, the changes reflect the background / fluff better. Making the army feel more like it is described in all the material written about them. I understand that from the perspective of someone who plays the game competitively, that's a negative, but from my point of view, that's a plus. It has certainly rekindled my lvoe for the greenskins. So much so that I'm consdiering putting together a sizeable ork force.
I've said it before, but that's not a surprise. The rules are a *framework*. This means that GW have provided a set of rules that allows players to choose which elements they want to include for their games and which they don't. Plus it's hardly a change from how tournaments have been run since forever. There have always been aritficial restrictions put in place ever since the old rogue trader tournament system.