2. Battle Conclaves: Thumbs up. They give the army a melee punch that is very impressive and they are far more resilient than I imagined they would be. I use a combination of 4 Assassins, 4 Arco-flaggelents and 2 Crusaders to fuel the madness of this unit. It gives you the FNP uriah might have provided without needing him, the deadly speed of the Assassins in combat and the extra invulnerable throw away 3+ saves of the Crusaders on the approach. Tough to kill and able to kill vehicles as well.
3. Repentia Sisters: Thumbs up. Their ability to use Eviscerators even as they die to kill their hated foes has made this unit totally worth it. You no longer need the large absorptive wound count you used to. They are sturdy now with FnP and their 2 attacks instead of 1 is a totally necessary upgrade. This is easily the most improved unit in the entire codex.
4. Sororitas Command squads: Thumbs up. Much better than they look on paper with a Canoness leading them. The ability to go Relentless with 3 Multimeltas will be popular and the unit has some staying power with the Sister Hospitallar in the unit. Having this unit was almost like having yet another Dominion Squad because of it’s range and ability to be carried into “juice” range by the Immolator. You'll notice comparisons to Dominions a lot here because ultimately they are the "game changing" unit of this codex, but you can emulate the utility of Dominions with other units as you will see. Dominions still do it bets though.
5. Exorcists are...Exorcists. Unreliable but deadly. Great for soaking fire singly or as an actual firing threat in two’s or threes. Retributors will statistically kill Rhino’s and infantry better, but as the enemy becomes tougher, the Exorcist overtakes them. The Exorcist range and mobility make it more immune to deployment tricks that allow armies to mitigate Retributor fire to some extent; and of course they just DO fire farther. So a combination of the two seems a good idea. Most NetListers are recommending three minimum sized units of Retributors and no Exorcists. I personally would veer clear of that advice for reason too numerous and long winded to go into here. But one or two Retributor Squads are certainly going to make it into winning lists.
7. Celestians seem to be a "roadblock" unit and mayb better coices for the job than Penitent Engines. They are JUST good enough to charge someone to stall them, and then break on the following turn to set up your shooting phase. Probably don’t want to take them outside of a rhino nor in large numbers. They can also provide a low cost way to bring to bear 2 Melta’s and a Combi-melta. They are only 10 points more expensive than Dominion Squads and do not get Scout, but are far more capable combatants. So if you're wanting another Dominion type Squad but want to use the slots for Seraphim, this could be a viable alternative. WS 4 and 2 attacks makes them a lot better than before and (when attacking only) they can be STR 4 and fearless. So they might be perfect for rushing an enemy unit on an objective and hanging on to it or acting as a speed bump to set up your shooting. Despite all this "potential" they strike me as a tweener unit that will take some practice. Thumbs sideways?
9. Kyrinov: good buy. The Simulacrum Imperialis he comes with is, on its own, a very good reason to consider him. In my mind he's really only 70 points, and both he and Uriah are better than the Canoness for the most part. Unfortunately the Sororitas Command Squad is worth taking and therefore you really can only take Kyrinov or Uriah, not both in the preferred motorized version of most lists. Kyrinov is adequate in combat, and makes his unit and those very close to him Fearless. That makes the use of the Celestians that I mentioned an ideal unit for him because if they are fearless all the time, they need not worry whether they go first OR second and don’t need to waste what might be a valuable Faith Point elsewhere. So I have been putting Kyrinov in the Celestian unit, mounted to increase his bubble.