Initially when I played 1.3 I despaired because Traks were no longer a viable option. But as I played a few more games and tested out some builds in skirmish I realised that Orks are not completely down for the count.
Instead of teching to Traks now, I find myself teching to Mad Doks. I build up 3 squads of Sluggas and 3+ shootas. Attatch 2 mad doks and BM to the sluggs, the other 2 mad doks to shooty boyz. Load the shooty boyz up with BS and rox, get BM forcefield. By not spending the req/power on a Mek Shop, Traks and Gens that early on you can quickly mass a formidable force of boyz.
Orky boyz always had a problem dancing with enemy ranged units, this still exists but shooty boyz with BS appear to be viable counters for dancers, provided you keep the pressure on with your sluggz.
With the mob bug fixed, it's also significantly more effective to start reinforcing your sluggaz in combat. The more boyz you have the more you benefit from Fightin Juice and from the Mad Dok's now fixed healing aura.
With the knowlege that this is now the only viable strategy for an Ork player, an enemy can very easily defeat an Ork just by keeping to a few simple rules. He knows he can easily trash the Ork's tech AND econ by commiting as little as 1 squad with 1 hb to kill off the nerfed LPs and banners, which are now even more important to the Ork player for dealing with enemy vehicles but now even more vulnerable to attack. Knock out 1 banner and you have removed anti-vehicle capability. Seriously, nerfing rox against infantry is enough, there was no need for the pop cap for rox to be implemented. The enemy knows the Ork player has no choice but to build infantry, and he can construct his army to counter it - that means lots of HBs or in the case of Eldar, WS. Enough said about that.
By the way, I think there is a quick and easy solution to all whines about WS: reduce their range. In TT, at least when I used to play, the WS' gun, I beleive is called a Deathspinner, uses a flame template, like a flamer. Requiring the WS to commit to being close to the enemy allows Slugga Boyz (and other troops) much more of a chance to damage them. WS are meant to be a jump in, make a surgical strike, and jump out type of troop; they are not meant to be a sit back and shoot, jump back when the enemy advances and sit back and shoot some more type of troop.
I think that Relic could learn a lot about game balance by coming back to TT. For instance, you are not permitted to disengage from close combat except by fleeing, and when you flee you offer your enemies an opportunity to dispatch you with an axe in the back or a slug to the head. Give a damage bonus to the Sluggas as they attack disengaging ranged troops.
Perhaps Relic should get Gav Thorpe to look at game balance in DoW Seriously, I feel the Games Workshop team would be an invaluable resource for the Relic developers to draw on in terms of game balance, as they have had a lot more experience in the playtesting and rule development process. GW could also avoid dilution of their brand by fixing deviations from their published fluff. Mechwarrior games still fall back to the TT rules for combat and balance because they have had a much longer and rigorous playtesting cycle.
Just my 2 cents.