Sadly there was only 25 participants in this
Survey (Re-Balance Update) and I don't expect the results to be very conclusive but let's work with what we have and see where we go from there.

76% voted that T-Rex is the best/strongest Dino in the game.
The answer to that is very simple:
1000% bleed (LV55 T-Rex) = 10,358 x 10 = 103,580 HP lose to your opponent's health, and that's without counting all the other factors of PvP beside the bleed effect. But that's at least a personal opinion.

As for what's the worst/weakest Dino in the game, 32% said Brachi, 32% said Anky & 27% said Centro.
I believe this is no coincidence as what all these creatures have in common is their low speed. So either they struggle to catch faster opponents or they struggle to escape from opponents with higher strength. Now I don't believe that increasing the speed is necessarily the solution; because their low speed is what define them, but mostly the problem is in their skills & its special effects.
First ability is easily counter by Perforation tech that destroy 98% of any Armor this guy put, no matter if it is just that insignificant 20% resistance, or combined with Armor implant, or combined with Armor implant & Mango cake (Armor boost).
So yeah, a slight improvement to the ability, and fair reduction to that overpowered tech.
For this second skill, I guess we can all agree that "Stability" is just too overpowered for an implant, and confuse as a passive ability didn't deserve to have 100% of its duration nullified by an implant.
Rage is a shot in the foot - Every time you use a skill with power mode regardless if you can benefit from it or not increases your skill cooldown, and deny you from using it again quicker for its additional damage.
Again, "Stability" is too strong, literally 1 implant is enough to render two Tank class dinosaurs completely useless. (Counters Stuns by 100%)
Centro is still good but considering its first ability even though 33% vulnerable is still a bit low but the second one still needs a rework...
25% and only Dino damage perhaps not that effective to defend itself.
In summary, if these 3 creatures could defend themselves in close range, then they wouldn't have to worry about being chased every time.
Coelophysis was voted by 48% for the best alternative if T-Rex wasn't available to them, and even from an attacker perspective, Coelophysis is the best dinosaur in the game, because it is uncatchable. All you have to do is not fight back, and your opponents will not be able to use any effect on you that could slow you or stop you.
Does this mean that Coelophysis is overpowered? No. Not in my opinion at least. The fact that we can't get our power bar filled have caused many problems, not just this one, but if we were able to use our effects, it would have been easier to catch Coelophysis.
Peacemaker was voted to be the most useful weapon in the game, but that doesn't mean that Peacemaker is strong, that means that other weapons are weak, and there is a simple fact behind this. Similar to the Coelophysis problem, we can only get Extra Power if we get attacked, and if you are not attacked, then you don't get power and therefore can not use your abilities.
Developers have decided that Weapons balance will mix both its damage over time and skills / special effects, some weapons have really powerful special effects, and to compensate for that, they had weaknesses in other aspects, like having a long cooldown for skills, or low damage over time (Damage/Clock).
Peacemaker have tactical abilities and therefore ineffective when it comes to defending/attacking in a direct conflict. To compensate for its bad abilities, it was given a decent skills with low cooldown, both able to fire at far range, and a decent damage over time. Peacemaker is the only Weapon that doesn't have to rely on Extra Power to be strong, while the opposite is true for the rest. If we were able to fill our power bar by any means rather than just only getting attacked, then all weapons would have been useful.
As for the least useful/most useless weapon, we got Burning Colt at 32% , Gatling at 24% & Hammer at 28%.
Having its main ability firing only at Medium range and not close range makes it a very bad hunting weapon & something that can easily be avoided by either escaping to far range where it can't fire, or remain in close range where it can't also fire, Gatling need better range span to its ability.
"Stability" is too strong, counters 100% of its confuse ability.
Why use 50% weaker armor when there is a tech called "Perforation" that destroys 98% of any Armor already?
1000% burn, that's cool, but did you check its Focus again? Only +329, so the burn effect is more likely to miss when trying to insert it on your opponent.
25% less damage only from its main ability? Come on
As for best alternative, well, no comment on that one, I guess it is personal preference, but I suppose people who choose Yager Rifle still favor ranged weapons, giving indication that Close Range combat isn't really that relevant.
The most overpowered implants:
One of the reasons it is hard to catch Coelophysis is because Freezer tech is useless compared to how Heat Regulator easily counters it, and even paralyze give people only 2 seconds worth of close range encounter when Heat Regulator is added.
I don't know about you guys but when I see Weapon Reflector activates, I stop shooting, or get out of range, still it's true that having a tech that uses your own damage against you could be severe, especially when everyone still use full set of damage clothes like the old times and didn't consider other options.
In fairness, Stability helps making the strongest dino in game (T-Rex) less deadly, but at the same time, it made other Dinos/Weapons that counts on abilities like Stun or confuse even weaker than they already are.
I guess the only thing wrong with Vitality is that it is on itself is imbalanced as an implant & wearable items. It gives advantage to low health creatures, who already have high strength. Same as how Strength would be more helpful on Tank dinos if everyone didn't choose Range combat or try to escape them every time.
Recovery & Rage both voted by 31.6% each as the weakest/most ineffective.
while balanced, it is too ineffective. Recovery would have not been powerful if we were able to use our special effects more freely and not restricted to only using it when we are receiving damage, and if the opponent is not fighting back, then Recovery would have stalled for too long, that's why it was made to be this weak. But that's still not Recovery's fault, it is the fact that we aren't doing enough damage when opponents aren't fighting back because our power bar isn't filling, or because weapons and dinosaurs were balanced to include their special abilities and not their own damage only.
Same problem, if you aren't fighting back, then your power bar isn't filling, then what's the point of Rage? Maybe Rage would have been the best implant if they allowed people to gain Extra Power through their own attacks and not received damage.
Shock was voted to be the most overpowered tech, and as if not having your power bar filled by only receiving damage, this thing comes and make matters even worse, no power bar means the whole balance is broken, because the whole balance was built on including the special effects and not balance them separately.

Freezer was voted to be the most ineffective and the weakest by 28.3%, followed by Focus at 22.6%.
If Heat Regulator is the most overpowered implant, then Freezer is surely the most useless tech, that's just common sense right there, and the the solution is simple, just rework the first to make the second more relevant.
Doesn't counter dodge, and even when installed doesn't help counter the T-Rex ability (Hit Chance Down) or at least make sure you can still apply your special effects on your opponent when that effect is active on you.
And I'm just gonna leave this here...
