Forget witches, fix INFERNOS!
The imbalance issue is the same as always. TH9 has always been considered well balanced; and why? As another TH9, attacking one with a strong farming army usually nets you some decent loot, attacking one with a strong war army gives you a shot of a 3 star if your attack is well executed.
At TH10, this falls apart entirely. You simply can't attack a TH10 with a farming loadout (a strong, well-designed TH10 cannot be gibarched. Those who claim otherwise simply aren't attacking well designed bases), and war armies very rarely get 3 stars, even against TH10s with significantly weaker heroes and defenses. As a result, the majority of max TH10s are worthless with respect to loot no matter how much they have, and are contributing to the loot drought happening at higher TH levels. While they were once hidden behind shields and contributing to league bonuses, now they are just an endless sea of "NEXT."
Why? What's the HUGE difference between the two TH levels? Well, it's the same as it's always been; the update has just brought it to the forefront. Inferno towers are massively, incredibly overpowered. The ability to negate heal is unlike anything else in the game: it demolishes a farming loadout and takes a big chunk out of any war loadout. Instead of being glass cannons like air defenses, infernos have a massive amount of HP, and take up less than half the space of a cannon or xbow so they can be tucked in anywhere. What's the counter? An 8 second freeze is barely a step up from worthless and leads to loadouts dedicating half their spells to countering JUST these two defenses. The popular 5 golem attack is an entire strategy based around making sure the infernos can't toast your weaker troops. Any lavaloon-based attack is centered on either having enough hounds to soak up inferno damage, or using most of your spells to kill them. In war, players plan their entire attacks around two things: killing the infernos and killing the TH. Even the eagle artillery can be safely ignored, it's the infernos that are the focal points.
I'm not saying I have an easy solution to it, but infernos being so overpowered is definitely screwing with both war and farming balancing at the higher TH levels. Removing the heal negation, dropping the simultaneous targetting to 3, doubling freeze spell lengths, or removing the multi-damage entirely (as in, they negate healing, but all actual damage is dealt by other defenses) are all be possible steps in the right direction. As it stands, these high level THs are going to continue to be dead weight in the loot world, and constant 2-star-max attacks in the war world.