Let me start with the obvious part. This is personal opinion and is based on my very limited lore knowledge concerning.
Generally, I understand where disablers come from. They are here for people to stick together and usually I support everything which enforces co-op play in Vermintide. As such disablers are fine, especially if they get you between the horde waves because you haven’t been paying attention. But during hordes they become unfair mainly because they completely ignore the other enemies and just clip through them. This is most noteworthy for the leech and the assassin which both can launch attacks at you which you don’t see and pass also through enemies. It is a bit less problematic for the packmaster as he has to get close to you but he still clips through everything. This is a clear break with the rest of the specials. Blightstormers, Charger, Banner Carriers, Gunners, Warpfire Throwers, Globadiers are all really well designed because their attacks react with the horde and their attacks can be used to the players own advantage. I wish this would work for Leeches and Assassins to so that you can use other enemies as shields against their attacks. But I doubt FS will go that route.
So with the complaining about disablers and especially Assassins and Leeches, why is it the packmaster I want to have changed? For Lore reasons mainly. I understand that with the limited enemy rooster in Vermintide 1 you searched for a second disabler and picked the Packmaster as you couldnt find a better pick. But to my understanding Packmasters are a mixture of Skaven Tamers and Slavers. They are there to keep the ferocious Rat Ogres (or worse) in line. They are skilled warriors.
As such I would like to change them to get more in line with their lore counterparts. There are different options for this (with some pretty similar):
Option A: Rat Ogres in order to be used as war assets have to be brought to the designated area first. As they are mostly mindless you need a packmaster who keeps them in line. As such, you could encounter a Packmaster who is in the process of transporting two Rat Ogres to their new designated area (or he is patrolling an certain area with the two ogres like a … patrol). If he sees you, he will release both Ogres which start attacking the Heroes. In this scenario the packmaster is rather weak and can be killed easily. Killing him will make the ogres run havoc.
Option B: Instead of two ogres the packmaster has only one ogre with him. This may or may not be a bit stronger than normal ogres (like having a metal claw arm). As soon as the fight starts the packmaster joins as skilled warrior and serving as a mini-boss similar to Skarrik in behaviour just less Hp (and using whip and daggers)
Option C: Similar to option B. But the packmaster will not join the fight. He will stay close to the ogre and as long as he lives he will summon new hordes so better kill him fast. He is not dangerous himself. He should have more HP then now so he cant be taken out to easily.
So basically the packmaster would serve as some kind of patrol replacement where you fight a mini-boss instead of lots of elites.
With the packmaster reworked we could use this chance for some mix-up somewhere else. Let me first say again, I definetely think we don’t need more than three disablers so giving the Beastmen a disabler without reworking or removing one of the others is an annoying idea. Also, let me say again that I regard the Beastmen as perfect supplement to the Skaven and Chaos enemy rooster and to be a well-designed and thought out factions which has very few specials and elites but a ferocious and strong horde (which by now got nerfed to the ground) and Beastmen do NOT need more specials and elites.
But if we get a rework for the packmaster and IF we say we should have three disablers enemy then and ONLY then we could give the “free” disabler spot to the Beastmen. It hasnt to be something fancy in my opinion. What I have in mind is something like a disabler light. A Beastmen which throws some kind of net at the heroes. Disabler light because it doesnt outright end your game if you are alone. Getting hit by the net will immobilize you. You can not dodge and not use movement based active skills and you can not move at all. But you can still attack and block. In comparison to other disablers team mates cant help you with ranged attacks. Only way to get free again is to chop down the net. This can be done by teammates but also by the trapped player himself. Also if he is “weaker” as other disablers, the net can catch more than one hero if they are close enough together. But if he misses or enemies are close to the heroes, the enemies can also be caught in the net. In this regard we would have finally a disabler which interacts with other enemies like most of the specials. It would also fit with the horde theme of the Beastmen faction. Because losing dodge and movement inside a horde can be a death sentence. But outside of hordes he is barely a threat (so maybe make his net slightly poisoness or electrical, not necessary though).
Biggest problem: Do Beastmen even use nets? So, you are free to flame or ignore now.