1. The Stormlord: 3/10
Nightfighting is less useful now overall. He's also REALLY expensive, doesn't actually add too much to the force overall, and really isn't a melee monster (even though he's got a rule for when he's IN melee). Range ability is...okay. The Lightning thing is still really cool, though, and in Apocalypse games I bring him every time. He's like a 9/10 in that scenario.
2. The Nemesor: 7-9/10
He didn't get less useful or anything like that. If you liked using him before you'll still like using him, and if you didn't like using him before you won't like using him now. Killing Counter-Attack on Grey Hunters and MoK Marines is pretty cool, and killing Furious Charge on Orks (an army that can get the charge in now, it seems) is just as cool. I can't say I'm entirely happy with his price, mainly when I don't buy Orbs in the first place. He does well in an Immortal squad I've found.
Phased Reinforcements is ****ing stupid, done correctly. I faced an Unbound army using 6 LotD squads (out of the online codex too so they had that stupid skull thing), Nemesor, and a few Barges, Wraithstar, and a CCB. I Deep Struck my Veilmark squad and suddenly I'm VEEEEEEEEERY screwed. Who needs troops when everything your opponent loves dies on the next turn? I was tabled within the next two turns and I plan to replicate that list because I had THAT much fun being dead.
The score is depending on how much you already love Overlords and Destroyer Lords. Using one of each so far in every list I simply don't have ROOM for Nemesor. I should do a combined detachment at some point though...
3. The Traveler: 4/10
I could live without the Tachyon Arrow on him to be honest. Instakilling Tyranid Warriors is neat, and buffing Immortals (with Illuminor) is just good fun. In a competitive or middle-ground environment I have a VERY hard time trying to justify him. MitM is still cool though, and depending on your locals you can have fun messing with Wave Serpents and Lemen Russes, but he needs even more points put into him in order to get him mobile. I think that, if he had additional range weaponry instead of JUST the Warscythe, he's be cool. Or, at least having more defensive gear. At least he's KINDA cheap?
4. The Vanguard: 5/10
I think Obyron is...okay. He can join ANYTHING for a Deep Strike, which is sick when done right. The main issue is actually his best trait too: Cleaving Counterblow. It simply sucks against AP2 weapons as they typically hit after you will, so no bonus for you. Which means you attack first. HOWEVER, seeing how challenges work now, a squad that keeps missing him will add up to his challenge attacks, he'll definitely kill whatever it is you needed dead, and then whatever is left over gets passed on to that squad? Beats me, I haven't used him in months.
5. The Infinite: 1/10
The FAQ didn't fix him up to make any squad he joins as Objective Secured, which means that you're paying for a useless ability. His Hosts ability is amazing, but requires more effort to be put into it, and honestly I don't think he's worth the points anymore. Simply put, not good anymore.
6. The Diviner: 3-7/10
I know that kinda seems high for the second score, but, in a list built around him, I think he has better offensive capabilities than the other characters that need lists around them. Temporal Snares is actually really good, even without a Shard with Writhing Worldscape, and allows you to keep your opponent where they are so you can make the first possible strike. Rerolling reserves for a turn is good in emergencies, and his staff really IS a good weapon. HOWEVER, he pays for a Beamer that he'll never fire, TSAR is impossible to really get consistent, and he's VERY slow. If he had a Chronometron instead of the Beamer (which makes sense, people) he would probably be taken a lot more often. As a splashable character, he gets a 3.
7. The Illuminor: 4/10
I said it in his original Red Harvest thread: if he could pick ANY squad he would be really cool for 100 points. If you already take 4 Troops, and one of them is Immortals, I would suggest doing a Combined Arms Attachment because I really don't think he's worth an HQ slot. Unbound might be a different story on that, but time will tell on that. I ****ing love the concept of a Spider Bot, though, and he's pretty cool as a shooty guy. I had a list where 4 Lanceteks, a Chronotek, and him, cruised around in a Ghost Ark, and when it explodes you still got defensive grenades. It wasn't GREAT but it did...okay.
Basically the generic guys are where it's at right now. Warlord Traits out of the BRB are better than they were last edition, too. Personal (especially on a Destroyer Lord holy hell...) and Strategic (for a guy like Nemesor or Illuminor, some guy that doesn't really want to be in the thick of it) are definitely where it's at, whereas Command is...eh. I simply deal with the Objective cards as they come so I don't feel a need for the Tactical Table, though someone else might want it more.