As far as I can see the changes are mostly negligible and it's essentially the same game. This game needs a heck of a lot more than just the usual roster balance patch. I wonder if Capcom will bother with a SFxT2.
You're probably not seeing it within the context of how the game can be played and how these changes will push the game in that direction.
Meter changes across the board is one of the biggest aspects as I've mentioned several times already. Alpha/Guard Cancels are going to be used much less now and you can't get free hits off them any more because meter will be much more precious as resource. Switch Combos will be affected as well because you won't have the meter to jump in and out like now. That means a time-wasting element and momentum stopping defensive element that was ridiculously strong won't be as buff anymore.
Rolls will be punishable now so if you get the correct read on wake-up, you'll get big damage as a result. Combined with the above meter things, a bit of Vortex can show up if you're able to guess if they roll or not.
Health recover speed going down means you'll have less bar to work with overall in the match and getting hammered hard will be much more effective in finishing matches quicker as well.
Then there's stuff on the individual character front. Infiltration and Seth's match last night is the perfect example of the kind of things that are partially a problem right now especially with Rolento. Infil used the attacks and boost chains plus running away with the knives and anti-air to keep Seth out. When Seth got in, he'd Alpha Counter to shrug off the pressure. His switch combos did very little damage most of the time but ate up a lot of time as a result.
If you look at Rolento's patch notes, you can see that the dev team agreed with this.
• Vitality - Reduced from 1000 to 930
* Far LP - Hitbox reduced
- Hurtbox reduced
• Far MK - 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
• Far HP - 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
• Far HK - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
• cr. MP - 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
• cr. MK - 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
• cr. HP - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
• Jump MK - Hitbox reduced
• Patriot Circle - First attack frames increased by 4 (on hit, -1, on block -5)
• Stinger - Hitbox increased
- Push back on block reduced
Special move meter gain
• Stinger (jump): whiff 15->5
• Stinger (knife): whiff 15->5, on hit 40->15
• Mekong Delta Attack (attack): whiff 15->10, on hit 40->30
• Mekong Delta Air Raid (attack): whiff 15->10, on hit 40->30
• Mekong Delta Escape (jump): whiff 10->5
• Patriot Circle 1st attack: whiff 10->0, on hit 6 x 4(24)->8 x 4(32)
• Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
• Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)
Far LP hitbox nerf goes with the frame nerf it got earlier (or did it? I can't recall) preventing Rolento from simply keeping out out by poking you. He still can but it'll be at much more dangerous distance for him.
His boost combos now have more frames and don't push back as much as well. Infiltration used this a lot yesterday to push folks back and with that gone, it's much more difficult for Rolento to keep people out. If someone blocks Rolento's boost combo in 2013, it's going to be a lot more painful, probably.
Rolento meter gain is much worse now as well for keeping away because whiffs don't give you as much. You'll have to hit folks to gain solid amounts of meter but that also means you're putting yourself in a position to get damaged.
My analysis isn't really good but it should give you an idea of what's going to happen. Once you get into the game, a lot of the changes make more sense. Like damage isn't low in this game, far from it. It's just the easiest hits to land lead to combos which then result in very low damage. That's fine but the game needs to reward being a bit riskier and or making good calls and that's what they're trying to aim for.
But nothing directly adresses it universally which is weird, is Capcom not aware of it?
Because you really can't address it universally? Most of the issues come from individual character points. They're making some sweeping changes overall but it's still based on the character and not the system the game is running on itself.