The Raz Balance-Patch
So after many more games, reading what others have posted and further consideration, here is the patch that I would apply to the game.
The  next to each item indicates its priority. If we have to try and get it right in just one patch, then I would apply all the items in this list. If we can get the balance right with several patches (spaced by 1 to 2 months apart each) then I would just apply the ones with a  first. Wait and measure the amount of change it had, and then modify what is done next, or apply the items with  in a second-patch if the original baalnce problems were still present and didn't change in some new direction.
Next to each team is an arbitrary number that is my personal power-rating that I give the team at the moment. I don't have full stats access so this is naturally just an opinion based on plays and reading what others have written. 100 points is my "perfect balance" point power level. Teams that are under should get some buffs to get it close to 100, teams that are over should get some nerfs to bring it towards that point. What kinds of buffs/nerfs depends on why and to whom they are loosing. And guided naturally by unique-team flavor.
Dark Elves: 95
 Increase starting life of the Wraith to 800 and then reduce health gains from consumption to equal the same final health-value with full feedings.
 Decrease splash of Grenadier from 50% to 33%
 Go back to Engineers having a range of 2 instead of 3 on their bubbles.
 Decrease negative-buff of Annahilator from -50% to -20%
 Increase Witch corpse explosion from 50% AOE to 66%
 Increase Cheiftan AOE damage from 66% to 75%
 Don't loose "Anger" if you don't do at least 5 damage to something. (This will help to even up the match more vs. Dwarves who otherwise have an upper hand vs. the tribe's team ability, without which are seriously crippled in their ability to deal significant damage)
Team Fortress: 120
 Decrease Demoman AOE from 50% to 25%
 Decrease Snipper damage from +300 when crouched to +200
 Decrease Medic self-healing from 50% to 25%
 Let Snipper ignore Dwarf Engineer bubble when attacking a bubbled unit (breaks bubble and deals damage through it for "free") as a balance change to help TF2 vs. Dwarf matches.
 Remove medic's magical resistance
 Decrease Heavy's life from 1200 to 1000
 Reduce Soldiers melee-damage to do only 66% (200 instead of 300 - if not upgraded - when at range 1)
 Increase Monk's speed to 3 spaces
 Add one additional vector to the Windblade, and make the pattern reflect up and down equally (right now it scatters more "up" than "down"). Making it 100/50/25/25 instead of 100/50/25
 Make the combo-potion not cost an AP to use (AP returned to you when you cast it)
 Allow Taoist to debuff at range 3 instead of 2 (healing and attack still only range 2)
 Add 10% Magical resistance to Windblades
 Add 10% Magical resistance to Taoists
 Add 10% Magical resistance to Poisoners
 Flip the Attack tile and the Speed tile around so that the speed tile is in the middle of the map and each team has an attack-tile in the rear.
 Round down dwarf bonus on the speed tile, resulting in no actual move increase for them from these tiles.
 Ensure that if the opposing team pushed your Tribe unit on a switch that then kills your guys that you still get Angry from it. Basically if a guy of yours dies on your opponent's turn, you get "Angry" no mater how that unit dies.
Thanks for the great game and thanks for listening!