Thanks for the feedback, really appreciate that! Glad you picked up how I messed up with stratagem's types, never even saw it for some reason.
About some of your points, just to clarify my thoughts process:
* Luck of the Laughing God. Kind of boring for the same reasons the eldar detachment rules are boring. You've also added a bunch of kill-more-better rules in here which the LotLG rerolls could make even more frustrating for opponents.
This and many others weird unchanged parts, like the fact that only one DJ can use his ability, are due to my intentional design choice: "don't change if not necessary". The more similar those rules to the original, the easier they are to remember for you and your opponent. You both know, that eldar have re-rolls. So they still do, there's no need to worry about that. You can see, that most of the changes I've made to the datasheets are there just to fix stuff, except for one example.
* Fog of Dreams. I wish there was more counterplay here. As-is, you have to get right in the unit's face, and then you still have a to-hit penalty to deal with. I feel like telling your opponent that your units are untargetable until they've moved into charge range might not be well-received. Maybe make them untargetable outside of, say, 18" or 24" and maybe drop stealth?
Again, fair points, won't argue, just to clear things up. The shadowseer, original one, is bad. You get stealth, but it's still a t3 sv4+ models, it won't save you from any significant anti-infantry shooting, and with the current situation of every additional wargear being free, there are a lot more of small firearm glued to the vehicles for some cheap shots. Even worse, if you hide your shadowseer, it would be an excellent target for indirect weapons, who would just ignore your stealth. So the only one "role" for shadowseer is to give you an ability to make a long charge, but without any damage abilities, this is pretty worthless in most situations.
So, with the army rule giving every unit charge after advance, making shadorseer even worse, I've decided that this datasheet must be reworked. And with troupe master taking the role of damage dealer, I've decided that it is up to shadowseer to become your "objective holder". And since there is no way to make your troupes survivable enough, without turning it into a potential 13-elf murder-blob, the simplest solution was to make them untargetable. And with additional stealth on top, your opponent actually has to put some effort, if he wants to remove your squad from the table.
The grognard in me also feels like this should be renamed as Veil of Tears.
This was the hardest sacrifice for me, to preserve resemblance to the original.
* Player of the Dark. I like the precision. Anti-Infantry 5+ is just there to fish for crits with the troupe master, right? That's fine, but my personal preference would be to swap out the kill-more-better rule with something fluffy. It's not quite capturing some of that juicy, visceral Dark Troupe flavor we got in previous editions.
Actually, I believe, this is the cool one. You have two options, either troupe master, or DJ. With troupe master, yes, this is a cheap alternative for your one-and-only solitaire, with additional mortals. BUT! Relic works on any weapon, so melta-pistol-in-your-face in also a viable tactic. With a DJ you gain a free precision, meaning you either can shoot characters with sustained hits on top, or save this ability for your second DJ for second precision or sustained hits, if you need it.
* Wondering if Star Weavers still have a place if your troops are untargetable thanks to shadowseers. At the risk of suggesting too much of a power boost, maybe let things assault out of them so they're functionally a threat range extender for troupes? Or possibly giving them an invuln that increases if they advance (but take away assault from their guns) so you can trade offense for defense + mobility?
* Sky Weavers and Void Weavers good as-is? I don't see any obvious problems with them, but your proposed changes don't seem to interact with them much.
The obvious new use for Sky Weavers is that they can advance 20" (potentially even dealing some
MW, scary!) and charge.
More hidden interaction, is that all the units above have an option to gain even more survivability. "Lightning fast" stratagem was swapped for "Prismatic blur", giving unit 3++ instead, but all the -weavers still have "Smoke" keyword, meaning for 2cp they could get -1 to-hit and 3++.