Shortening to "Tanks" might work, but probably not. The Guardian / Corruptor one, and Dark Templar / D.Archon ones are at the limit for what will display, it seems to be based on character width rather than number of characters, too (not surprisingly). The Dark templar one is actually at the very limit: "1.33 DarkTemplar / 1 D.Archon", putting a space in Dark Templar or replacing the . in D.Archon with spaces both cause letters to fall off the end. I think 1.5 Tanks / 0.25 Viking / x Vult. would probably still be too long.
As for the defeat trigger, that is indeed a bug (haven't checked triggers) - it should be a Draw instead.
Nuke:
1. Clears enemy boom prevention timer (all specials do this)
2. Centres two locations about midway between the Temple and the Night Defense, the first is 13x13 tiles and the second is 21x21 (was wrong earlier). Enemy units in the small location are given to the allied CPU, enemy units in the larger location are killed outright.
3. All men owned by allied CPU in the larger location are healed to 100% HP/shields/energy and ordered to patrol to the enemy temple.
4. All units in the enemy's spawn buffer are removed (all specials do this)
5. All enemy units are set to 5% HP, 5% shields and 0% energy
6. All allied CPU spider mines are healed to 100% HP (any spider mines left over from previous nukes or stolen via divine judgement/infestation)
7. All interceptors and hero units are killed for enemy players
8. All Armageddon Dreadnaught are killed for allied CPU (so two simultaneously allied nukes will only land 1 shot on the temple)
9. The two locations from #2 above are centered on the enemy temple, again this is actually midway between the temple and defence. Enemy units in the smaller location are killed, enemy units in the larger location are set to invincible (to prevent dreadnaught from firing at them, temporary, see 14 below).
10. Armageddon Dreadnaught is created for allied CPU midway between enemy temple and defence
11. Create mines at following locations: 6 @ enemy field spawn location, 4 @ enemy silo location, 3 @ enemy tank/reaver/immortal spawn location
12. All enemy units are set to Junk Yard Dog for 12 real-time seconds. Any units spawned onto the field during this 12 second duration (eg, insta-spawn powerup or normal timer countdown) will randomly JYD as well. All hero, lurker and observer AI routines are disabled during this time.
13. Create 2 spider mines at 19 locations across the field, both ally half and enemy half (these are the same locations used to control lurker behaviour).
14. After 1.4 seconds, kill the Armageddon Dreadnaught as it definitely will have fired at the defence/temple by now, before it has a chance to shoot a second time. Remove invincibility from all enemy units that was applied in #8 - due to SC trigger limitations this will remove invincibility from all enemy units (men, not buildings) so anything in stasis will become vulnerable after this.
So that's all of it, read directly from the triggers. In short:
1. Steal enemy units at my temple, kill halo of enemy units at temple
2. Kill enemy units at enemy temple
3. Set enemy units to 5% hp, 5% shields, 0% energy
4. Create dreadnaught at enemy temple to do 3,200 damage
5. Place mines all over the field
6. Cause enemy units to be confused for 12 real time seconds
None.