Well I mean it'd be fine to have a wider slate of units (similar to some TE/FE units bleeding up in usefulness into AF and OF). And i think the huge SAM jump was a followup to the huge VF jump to finally retire the hover tank for good. Having finally succeeded at that perhaps they want to let things grow wider again.
But that'd mean some of the new units would have to feel genuinely exciting - especially units with very little range.
My suggestions:
Hover Hammer: Mortar! You need an impressive ability to make a range 1 unit effective against units that have range on it. I can understand being tired of dragon breath going on everything, but this unit does need something or we'll just use sentinels with slightly lower stats. This may give some incentive to at least try using these otherwise gimped fast units. I feel it also fits thematically as it's a giant flying hammer! Aftershocks can do some damage!
Shredder: Stealth on plains. It'll avoid the rocket troops being quite so dominant still and allow the slow, low range unit time to get itself into position contingent on no blast unit in battle. With range 2 it's not in any danger of becoming a new hover tank - it can't really kite anything. Can't really justify why a shredder is stealthed but it's the only thing I can imagine making a slow, low range unit viable.
BELT: Probably fine as is with the change to the shredder. Blast value could be much higher if you want it to have real value and not just be code for 'sees through stealth'.
Nail Storm and Drill Ranger I'm less sure on - they could potentially stay is with a little bit of tweaking. The drill ranger could maybe use some sort of survival skill so that it can actually fight the things it has bonuses against advantageously or dragon breath to not eat retaliation. The nail storm could be a blah unit left as is - if it has initiative over most things and rubble is common on SAAB battlefields it might be usable.