Well, here is my thoughts:
Royal Giant nerf is not too huge, but I would prefer to nerf his hp about 15 %
Firecracker nerf is good, but not too much, I would prefer to decrease her damage from sparks by 5 %
Mighty Miner nerf, well its fine
About buffs, they all good, but what about balance wish list? Can you please take some needed ideas?
BUFFS
P.E.K.K.A.
P.E.K.K.A does not feel very well in the current events. For 7 elixir, she can be countered by many cards. A small hitpoints buff (+6 %) and a decreased hit speed (like -0.2 sec) will allow her to prevent such situations.
Golden Knight
The Golden Knight is one of the weakest champions. His dash is a little weak, and also he is not used much. To put him in the championās place, he needs a dash buff (increasing dash chain by 1 and max distance by 1 tile) and damage buff (+4 %) .
Ice Wizard
Ice Wizard has recently become not particularly playable. He can die quickly from spells, and his damage is imperceptible. Therefore, Ice Wizard needs to buff health and damage by 6%.
Zap
Zap is not the best small spell. His damage is a little weak, and the stun is imperceptible. Unlike a giant snowball, it has a noticeable slowdown. Therefore, the Zap needs a 10% damage buff, as well as an increase in the duration of stun by 0.25 seconds.
Giant
The giant is not popular as it is a bit slow and it rarely reaches buildings. The giant needs some buffs (damage +4 %, hitpoints +8 %) so that he can use it much more often in the decks.
Bowler
The bowler has a good position, but he is always played as a support. This buff to hp and damage (around +3%) will help him for a better attack as an attacker, and not in a support role.
Dark Prince & Battle Ram
Everyone except the Dark Prince and Battle Ram charge their ability faster, so to balance their rights, they should also charge the charge ability as Prince and Ram Rider. (Battle Ram now is charging faster, but not Dark Prince)
Ram Rider
Most often, Ram Rider does not have time to reach the royal tower, and its cost of 5 elixir forces the player to stay in an unsafe position. Her damage and health buff (+8 %) will help to be more dangerous, as well as often reach and destroy buildings/royal towers.
Royal Ghost
The Royal Ghost is a bit unpopular, as it is often used for surprise defense, but it is difficult for him to attack, since he has a lot of time to hide in invisibility. This buff (decreasing time to be invisible -0,3 sec.)will allow him to enter invisibility more often for a good attack.
Witch
The witch is well used in defense, as well as in support, but sometimes the enemy releases spells, or cards that allow the Witch to die quickly. A small buff to health and damage of 4% will allow her not to die quickly.
REWORKS
Battle-Healer
- She only useful in E-golem decks. So, she needs to be reworked so that it does not depend on such decks.
She needs damage and health buff by ~25%, but in order for her not to be too strong, she needs also a lower healing by 50%, as well as her healing radius by 35 %
Mirror, Clone, Three Musketeers need a rework
Lava Hound needs some rework (Lava & Ballon decks is insane, and it can be uncounterable)
Golem and night witch need also rework.
NERFS
Archer Queen
The Archer Queen is too strong in defense, and her ability is too difficult to master. So that it is balanced enough, Archer Queen needs a nerf to her damage, while her ability is active (-7%) and hitpoints (-5%)
Electrogiant & Royale Giant
These are two cards that are too strong and it is impossible to counter them in certain decks! Therefore, in order for everything to be fair, they need a health, damage and recoil-damage nerf by 12 % (recoil-damage for royal giant too, if evoultion is already unlocked)