Worst units in 40k

With 7th ed drawing to a close, I'd like to take a look at what needs buffing desperately.

To that end: What are the absolute worst units in the game currently? I'm not talking 'they're sub-optimal, but you CAN throw them in', I'm talking 'the absolute worst crap, completely outclassed by everything else in the ____ codex, and you're wasting points and giving your opponent free VPs for running them'?

So far, I have:
Tyranid Pyrovores
Dark Eldar Hellions
Dark Eldar Wyches
Space Marine Assault Centurions
CSM Mutilators
Necron C'tan shards
Craftworld Eldar Storm Guardians
Astra Militarum Rough Riders

CSM: Chosen
Orks: Everything
Eldar: Everything needs nerf
IG: Leman Russ
Necron:?
...
Tau: Squat faction

I'm talking specific units in each faction.

Obviously, a squad of DE hellions are going to slap the shit out of most things orky, but they're still a horrendous waste of points.

pyrovores might do some nasty shit to dark eldar, but they're still horrendous, over-priced units with horrid drawbacks.

etc.

cult mechanicus corpuscarii and fulgarite electro-priests

He gave you examples. It's just that for eldar their worst unit is still really good and for orks there is no good

Sisters of battle: Celestians

Similarly equipped and more expensive than a space marine, but worse in every possible way. You can also take a command squad in the same slot, which is identical to them, except every model can take upgrades. There's literally no reason to take them.

>chosen

only melee chosen are mutilator tier bad. shooty chosen are just suboptimal. they would at least be close to sternguard tier if CSM had pods. no special ammo, but chosen have more CC attacks and marks etc. there are way worse things in the CSM codex like warp talons, possessed, ksons, etc.

Orks need a minimum of 20% point drop across the board with the exception of Mek Gunz which are priced quite well.

The fact that units can charge from reserves might actually make kommandos incredible now. Melee units with infiltrate/outflank are going to be butchers.

Only if you can roll 8+ on 2d6 and if you don't get it, they will just fall back and blow you to shit next turn.

I'm guessing orks will maintain their mechanic to reroll a charge dice. Also strategems allow you to do the same thing.

Does the 9 inch from enemy rule also apply to units coming in from the board edge? Or just to units entering via deep strike?