It's getting better, I guess, though there are still many issues with the starting perks and their effects as well as with the abilities at lumber mill/hunter's hall and Night Elf HQ. I'll start with the new problems and address the old ones later.

As seen above, the expensive upgrade that increases max health of both units and buildings doesn't affect the buildings the same way it does units. The max health of buildings increases, though current health stays exactly the same.
Apart from that, the archer deployment available at the Tree of Life seems rather powerful when compared to other races which have either weaker abilities at their HQ or these abilities have a gold and lumber cost. The three archers offered at the Night Elf HQ are not only free, but can be deployed anywhere on the map. That seems like a bit of a stretch.
Also, the new Elf unit you added to the Ancient of War - it's way too cheap and easy to get when you consider the fact that it has Bloodlust. I'm quite sure that 140 gold is way too cheap for a tier 1 Bloodlust caster. I think you should make it available at tier 3 while also adding a lumber cost to it, because right now, Night Elves have one of the most powerful Orc spells at the start of the game, which seems quite ridiculous.

Adding the invulnerability effect to all units affected by the upgrade doesn't seem like a good idea, mostly for clarity reasons, but also because the +1 armor upgrade doesn't really deserve a unique visual effect. If you really want to add a special effect to all units which are affected, use something much more subtle, so that players see that the upgrade is in effect but they don't have their screen covered with lots of flashy effects that don't signify anything of great importance.
And now, back to the old issues - the Medic, Engineer and the +50% health perks are pretty much insane when compared to other perks. 4th hero seems hardly relevant when your opponent has an army almost twice as durable as yours. I strongly suggest nerfing these three perks, probably by reducing the bonuses by half
(+150 health and +2 armor seems fair, while 300 hp and +5 armor feels insane, even with 20% income reduction). The Engineer probably doesn't need to be weakened as much, but their nerf is still something to consider.
The tier 2 delay perk, while not as powerful as the previous perks, is definitely the most annoying one and, in my opinion, probably something that should either be removed or reworked completely. There is no fun in having to use tier 1 units for 20 whole minutes. There are some games which end in tier 3 mass air fights and last shorter than that. This perk, in spite of not breaking the game, definitely hinders the gameplay value of the map greatly.
Finally, as I've mentioned in my previous posts, I really think players would appreciate you putting information about the current game mode and all perks in the Quest Log.
Good work as usual, though I'm afraid you keep focusing on new features rather than polishing the core mechanics of your map.