The main problem with the game is card balancing. Some cards are a must have, some are viable in some decks and there are many cards that are unplayable. Here are some changes I would make during the burn and elusive meta.
Elusive- elusive is sometimes hard to deal with for some decks as they may not have the removal or ability to force them into blocking. For elusive I would change the effect that if the elusive unit takes damage they lose their elusive effect. This nerf may not seem that impactful but it can be in some cases as you can no longer trade value trades as often and they become very vulnerable to AOE spells.
Quinn- Quinn is a card that is rarely seem play at the minute due to the meta being aggro. Although this is used in MF scouts this deck is not that viable at the moment but still fun to play. The changes I would make to Quinn are make her a 4/4. This first change is not too big but could have the potential to make her played a lot more. Second thing I would change is give the first valor you summon barrier so. This would make sure you can get both scout attacks of in one turn and allows for slightly more removal. Overall Quinn does need some changes in the current card set but maybe new card can make her viable.
Crimson disciple- this card is just too powerful at the minute with the fact this card can just chip away at your nexus while the make value trades and with imperial demolitionist the card can deal 4 very fast. The simple change I would make is making it a 2/2 To reduce that amount of protection you can give this card. This would not kill the card but just be slightly easier to kill with some spells.
There are others card I may discuss in the future but these are just some minor changes that could be useful for this game.