Instead of having complicated warp in regions/arbitrary warp in times/damage multipliers ( though we can still consider them), can't we just "un-frontload" warp gate production.
Take the good old four gate, the reason it works against people with bad execution ( remember how long it took for people to realize that you can defend with a 1 rax fe?) is that you could make a stalker in a gateway, and then the moment WG finished, you could instantly make another stalker after a 5 second transformation, entirely bypassing a production cycle cool down. In essence WG allowed all ins to be powerful (aside from obvious re-enforcement pylons) since protoss had one more production cycle of units on the map even though they haven't mined an additional production cycle worth of units compared to the opponent (units still in production instead of being physically on the field).
Wouldn't it just be an elegant solution to have a warp in cooldown of a ~zealot ( or stalker) active after a gateway transforms into a warp gate, or we could just make WG transformation take a very long time.
Gateway -> WG transformation -> 28s cooldown (zealot) -> start to warp in
or
Gateway -> WG transformation (35s +) -> start to warp in
-that being said, there might need to be an additional restriction to warp gate if gateway units were buffed enough because of reinforcement power. At the moment I think the best way is to enforce a sacrifice in initial production when investing in WG versatility.
You still get the uniqueness and versatility of warpgate throughout the game while nerfing early all ins. We can then buff gateway units to actually compete against other t1 units from there in expanding faster/establishing map control even if protoss units are initially outnumbered ( isn't that how the lore works anyways?).