Tuirseach Veteran rework
Tuirseach Veteran needs a rework. Switching between soldier and support is more or less switching between OP and unplayable, so that won't do it (luckily CDPR seems to be aware of it(patch notes)). I think there are a few options what you could do:
1.:
Make them soldiers, but add a one turn timer to make them counterable.
2.:
a) Soldier + bring back the veteran tag and change Veterans ability back to: Trigger all your veteran abilities (can't remember the exact wording). This options allows way more flexibility than just strengthen all cards by one. I'd prefer "on board" effects(meaning the veteran ability requires that the unit is placed on the board and won't do anything if it is in your deck/hand). So instead of spaming veterans early and then dropping those high value cards, you would have to play your cards with veteran ability first and play veteran later to trigger them. The problem is that this could become too strong in long rounds.
So there is option 2b):
Instead of triggering all veteran abilites, it could only trigger the veteran abilities of adjacent units. You could additonally give them two options: trigger the abilities now or add a one turn timer and trigger the abilities at the end of the next turn (would be a buff for low strengh-strong ability cards + some risk-reward gamble (you would do this if you think your opponent can't remove the veteran, but can remove the low strength card with the veteran tag) ).
Tuirseach Veteran needs a rework. Switching between soldier and support is more or less switching between OP and unplayable, so that won't do it (luckily CDPR seems to be aware of it(patch notes)). I think there are a few options what you could do:
1.:
Make them soldiers, but add a one turn timer to make them counterable.
2.:
a) Soldier + bring back the veteran tag and change Veterans ability back to: Trigger all your veteran abilities (can't remember the exact wording). This options allows way more flexibility than just strengthen all cards by one. I'd prefer "on board" effects(meaning the veteran ability requires that the unit is placed on the board and won't do anything if it is in your deck/hand). So instead of spaming veterans early and then dropping those high value cards, you would have to play your cards with veteran ability first and play veteran later to trigger them. The problem is that this could become too strong in long rounds.
So there is option 2b):
Instead of triggering all veteran abilites, it could only trigger the veteran abilities of adjacent units. You could additonally give them two options: trigger the abilities now or add a one turn timer and trigger the abilities at the end of the next turn (would be a buff for low strengh-strong ability cards + some risk-reward gamble (you would do this if you think your opponent can't remove the veteran, but can remove the low strength card with the veteran tag) ).