I guess moving on to the big protoss units.
Zealot
PvP: 3/4. Can you play a PvP without making a zealot? Yeah, if you both just macro and make dragoons. But Zealots are important both for cheesing and defending cheese and even early non-cheese pressure and defence. It's not like it's an unusual game when zealots get made.
PvT: 4/4. Can't play without them.
PvZ: 4/4. Can't play without them.
ZvZ: 3/4. So like...ok, let's talk larva efficiency. I think for units given to zerg, some of them will need to require multiple larva. Like...carriers, carriers occupy a building that costs about as much as a hatchery for 90 seconds or so, to map that properly you'd need like...7 or 8 larva to fuse together to make a big carrier egg. So...anyway, how many larva would a zealot cost? 1 larva. It's a unit that takes 25 seconds to build out of a 150 mineral structure (gateway). Larva spawn on a building that cost about twice as much at about twice that speed (something like once every 12 seconds). And that is quite a bit more larva efficient than zerglings. That said...zealots are still slow, zealots in low numbers still are mineral inefficient against lings, and the speed upgrade for zealots would probably be like...lair tech (citadel completes roughly around the time of lair, the upgrade is slow, and even if started immediately would finish around the time when the first mutas popped). So...I'm not sure if you're getting that tech at all, maybe zealots would get dumped after the earlygame. Still, they would definitely get some use.
ZvP: 3/4. I'm hedging a little here, but I think protoss can deal with zealots, as they aren't usually massed up in PvP. I suspect specifically even if zerg has a bunch of zealots, and protoss has a bunch of zealots, and they're in a line fighting, that a single reaver just tips that fight very far towards protoss. So I don't think this is a 4/4. That said, there's several points before Reavers where protoss can use Zealots to trade efficiently--at first behind mineral lines trading effiicently with lings. Later trading well with hydras if they can get on top of them. Zerg having their own zealots at this point lets them trade a bit more neutral, so yeah, not saying no to that.
ZvT: 4/4. Yeah, pretty sure zealots break this matchup. They fill some of the same roles as ultralisks, but they're hatchery tech, and don't get countered by siege tanks (unlike ultras). Like...I think they cause big problems for bio pushes and also bio tank pushes. Like...flank with zealots, and then when the zealots draw fire, come in with lings and mutas.
TvT: 3/4. So I'm looking at this, and I gave Zergling 3/4 for TvT. And...yeah, I see the logic. Yes, excellent unit to drop on tanks. But...it would be a barracks unit, so not getting upgrades, and like...not good until a ways into the game, and it's not like the opponent would be unable to drop onto tanks, with units that have other utility besides being dropped out of dropships.
TvP: 2/4. Zealot tank pushes are very good, and have come up when, for example, a protoss mind controlled an SCV. That said, I think the upgrade there is upgrading dragoon to tank, and in the case of mind control...presumably the protoss had good upgrades on zealots (they would be a barracks unit for terran). I think Terran will still mostly stick to vultures over zealots.
TvZ: 3/4. So ok, normal rules about units going to terran apply, which means Zealot becomes a range unit with 0 range so they can't hit under dark swarm. Also, zealot does not get healed by medics. But also, they have all HP and no shields (with a bit less HP to compensate). That said...I'm still trying to decide if they break the matchup, and...the one thing I think keeps them in check is that they don't hit mutas. They would break ground combat for sure, like...ling surrounds on marines are borderline invalidated if terran can surround their army with a wall of zealots. But if you're building, say, 20 zealots to surround your marines, you can't actually move out against mutas, they will just dart in and out and kill the marines, and then the zealots are free pickings. And then once defilers are out zealots become manageable--dark swarm wrecks them due to rules of terran inheriting a unit, and plague also wrecks them. Still, I mean, Zealots would be fine and pop up both early and late.
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Zealot: 29/36
Surprisingly these actually join the top tier with siege tank, mutalisk, and zergling.
I am surprised they ended up tied with zergling. Seems like the main place that zergling lost points relative to zealot is PvP and PvT. In general, units should be expected to score slightly higher in their own race, as often when given to other races the other races have competing units that fill the same role. And that's a problem zergling has in PvP and PvT--zealot can fill most of the same roles, and zergling while having some early applications seems likely to drop off--a bit too fragile. Whereas the other way around, giving Zealot to zerg, Zealot gives zerg a sturdy unit, which is never not relevant.