I am bothering to point out the imperfections of your map only because I like it so much and see even more potential. I feel that many similarities between your units and the original warcraft 3 units seem senseless and forced. I will review every race separately and start with the Draenei for now.
The vindicators splash ability seems to be missing on the unit itself.
I'd give piercing damage to the Assassins as their tooltip says they are exceptional against air units and the whole race have only 1 piercing unit as of now.
I really don't like the demolishers. They don't fit to the draenei. I think giving the salamanders or Elekks a kind of siege attack would fit much better. If they have to have a long-range unit switch the demolishers with the orcs catapult and vice versa. Also give it back it's normal burning oil spell if you do that.
I have a feeling that something is kinda imba with the draenei having so many +damage upgrades but I'm not sure about that. Also both the rites of passage and vengeance upgrades aren't working on all units they say that they work. Please be more specific with the tooltips.
I couldn't find any upgrade labeled unbroken might in the holy armory.
The boulder towers really don't look like boulder towers and piercing boulders are weird anyways. I suggest making them fire beams (preferably purple) and calling them different.
The hutt is the most boring food producing building I've ever seen. Also it's tooltip still mentions food existing in other buildings, which is not true anymore.
I agree with the people saying that the altar model isn't the best, but that's low priority.
The Abolisher is a nice unit but it's the 4th low range, low life normal type damage unit, and the 5th normal type damage melee attacker overall.
I like the disciple, but he uses his spirit touch ability to regenerate himself while it actually uses more mana than giving him. That's just not right. I vote for making it not able to target self.
I already said that the salamander could get splash damage and count as a siege unit (the mountain giant does that too), but I have more to say about it. It's contradictory that a ranged unit gets the role of the tank, especially if the race has such a great tank as the Elekk Vindicator. Also while the night elves don't have any other real tank and start out with archers, your draenei have the normal vindicators that with their 650 hp make decent damage absorbers by themselves. To tell the truth I don't really like the salamanders, but I don't have any good idea at the moment with what to replace them. If you keep them I vote to remake them into original mid-ranged siege units. Also change their missile model. Lightning (especially fired out of the center of their back) is not a salamander thing, fire is.
The shadewalkers are cool but maybe a bit OP. Also I'm pretty sure you didn't intend to give them fortified armor with the elite upgrade, seeing that they seem to be light rogues and not armored with a block of stone.
I'd like to know exactly what role you intended to give to the Seer's before any upgrades are done. I guess they are kind of anti-heavy harassers/hunters but I still want to hear your answer.
The elekks seem to have no purpose at all except merging with vindicators to create the awesomely named "Elekk Vindicators"

. At least the night elves merging units had a reason to dismerge (they are much better in air to air combat). Also weird is that the elekk and the elekk vindicator don't have splash damage while attacking with freaking tusks and the basic melee attackers (vindicators) have it. I would give splash to the elekks instead and give them a bit more hitpoints and give some defensive ability to the vindicators that would fit their role as defenders of draenei kind and basic paladinism (don't just give them defend, better give them something like the nightelves archers ability). Then when they merge they should keep the splash and instead of the basic defensive ability they should get an aura or an AoE shout. So the idea is that while the vindicators and elekks separately have more hitpoints and the elekks maybe even have siege attacks against buildings, when you combine them you get this very strong and useful unit that improves all your surrounding units. Don't forget to fix the bug of the elekk vindicator costing 1 less food than the 2 separated, and seriously, change its name.
The nether dragons are just awesome but I have no idea if they are too strong or too easily countered or something.
Now about the heroes:
The unbroken paladins fury blast doesn't do what it says, and the ultimate still says mountain king.
Also the draenei never had druids. A priest (with the normal paladins ulti) or shaman hero would be much more fitting IMO. Lastly the unbroken mages ultimate's model is far too inappropriate to the effect (i.e looks stronger) and the icon even more so (i.e. looks weaker). Make both look like rain of fire.
All in all the draenei are a nicely balanced race and my favorite till now. They just lack anti air capacity and have no way to reveal enemies before getting seers with adept research. maybe give their towers magic sentry (fits with their magical nature and the fire on their roofs).
I will review the other races later (tomorrow or something) and if you have any specific questions about what I mean just ask them.