So the prepatch has technically patched the game to its "new 2.0" thing. Almost like a FFXIV 1.0 to FFXIV 2.0 thing
Anyway... from playing it for a few days...
Good
Outlaw is hilariously overpowered in some ways
Your "prestige" (power) goes through the roof
Most classes do pretty good, after you learn how to do its new play style (Archer, witch, outlaw are pretty powerful)
no more caps on getting cash
The "weapon/parts" monsters drop, do obscene damage (I like the staff which does chain lightning and the axe for jumping aoe rape the most)
Tons of inventory space now >.>
Every class basically uses the same set of gear, so no more grinding a 5/10man forever for 1 specific weapon/gear piece)
Bad
Still has chatlog bug (soon as you exit a instance and look at chat, game will freeze for a few seconds)
Cookie cutter builds now, so everyone is sort of the same, only diversity is how far you progressed in things like invasion "map", tower of knowledge etc. There is of course the wide varity of offhand specials that add some variety, and like 4 different "symbol" choices.
There is a 7 day limit on "Global god authority quest" and "bastion quest" (basically these give you a lot of items/progress your maps for abilities). So not playing over 1 week, will screw you on "progress" per say. So no more being away for a month "break" and catching up to your friends! Nothing "piles up" over time if you don't play a long time (well technically if your super far behind, you get a bonus on credits to build up stuff faster)
Credits went from being useful to being somewhat useless, and really hard to get, even if you grind all day long.
Using "stimulants" to quickly do invasion missions, screws you out of bonus points.
Instead of a "credit" cap now, we get a "item drop" limit from 5/10man instances, so basically after 2-3 runs of a 5/10man, you get nothing but credits for that day.
Overall, its an OK change, but it will be confusing as fuck when you start. It'll take a day or two to get used to the changes thats for sure.