Really sad what the update done to the healers, but I feel this will be changed soon, we are in the first bumpy weeks of the change which feels very "personal" because of how important it is for the player experience.
Character and camera controllers are pretty hard to code well in game dev, because they encompass much more than just writing the code and slapping it in, every weird twitch and move deteriorates the gameplay far more than a bad texture or some wonky code. Controllers require extensive testing and tweaking to get right and to "feel" right. Great camera/character controllers can make cheap and empty games feel and play superb, and bad ones can make rich and expensive games feel and play really awful. The digital graveyard is full of products that died not for bad content but because of bad in game interaction.
For this update, I kind of feel what MA tried to do, to simplify the interaction in the game, and try to consolidate some controls, this is what many games should strive for, but it has to be done really carefully, and absolutely not to impair any activity tied into those systems. It feels like some moves have been made in the right direction. My two PECs on the matter?
The GOOD
Target tracking - Avatars track targets really nicely now, it feels very natural and smooth.
Weapon fire range - Something has been done and now weapons actually fire at their max ranges, I can feel this change really well when using my R150, which has a short-ish range on its own, but in the old system it would not auto use until much closer (about 35 meters or so). Very welcome change as well.
Tooltips - not really the part of the whole controller thing, but a welcome addition as well, simplifies a lot of things. Kudos on this MA.
The F key - Great attempt at doing some things more simply, especially the most common interactions.
And the BAD (at least IMHO):
Two camera control keys - Before we would just zoom in or out to switch between first and third person, why was this feature removed and now a keypress is needed to switch between the two? It feels less natural and adds to the complexity of handling, because there is a key for aimed / cursor mode as well, resulting in an unwieldy control, I find myself "wrestling" with control of my avatar and control of the camera all the time.
(Suggestion, zoom to and from perspectives should be returned, no "barrier" between 1st and 3rd person, implement the new perpective switch key as a quick change from first person and third person. It preserves functionality of the new key while bringing the fluid way to change back. Add the "force" control, eg when the mouse wheel is rolled to go into first person, there is like a "bump" and the mouse wheel needs to be rolled a bit more to actually switch the perspective, this implemented both ways would limit the accidental perspective switches that the old system suffered)
Avatar control in third person - Character has a fixed focus direction when a target is locked (W means walk forward and S is move backwards, facing away from camera and towards the target) but when target lock is lost, movement switches to this weird always facing the direction of the key you pressed, so if you press S, avatar will suddenly turn their back from the direction you were facing and towards the screen, this sudden change in movement type results in moments where you feel like you slipped on ice and cant get your bearing again, really annoying. Avatar should always face the direction player pointed it in or face the target it is tracking.
(Suggestion - again, old system did this part really well, using that logic with the smoothness added with the new system would work amazing and preserve the interaction feel.)
Hotkey Scramble - Why oh why has this been done? I know the remapping is possible, but why are the other keys scrambled, while others are not? T is still for teleport to revive, but E is no longer a jump and the spacebar is jump now and not interaction switch... So when mining you now drop probes when you want to jump, and when you want to switch perspective you jump.... Confusing, unneccessary and in combination with the previously mentioned unwieldiness - borderline mean.
Double click to equip - So, now when you want to view info of the tool/weapon you equip them, and when clicking an unequipable item like wool, you get the item info. Two different behaviours again... you need to think about item being equippable before you double click something.
(Suggestion - if you implemented the F key as a almost "do all" why not use it? If player mouseovers over item and presses F, it is equipped! Simple, isolated and easy to remember.)
Healthbar Removal - Obviously not a welcome change, why this was done, beats me. It not only killed the healers, but removed great functionality of the UI. I personally rarely used it, but it was nice to have, worked on swarmy mobs great. Not to mention the folks that used it as a preferred targeting method for years, this must come really rough.
(Suggestion? You know what you have to do. Removing this was wrong without implementing a replacement system for health and player tracking, if it even needed replacing in the first place.)
Damage / healing numbers on avatar - Most of the time i do not even look at the health bar, after hunting a while you get to know how hard you get hit and when you should heal, why were these removed? My UI is configured so that my healthbar is at the top right of the screen, and floating numbers just float off the screen really fast when they are displayed.
(Suggestion - have an option in Game Options where you can toggle this, and other features on / off, this would give players the control over customizing their UI and avatar control with fine details.)
Maximum camera distance - It is way too shallow at the moment, at least twice the reduction in the zoom out distance that existed before.
(Suggestion - again, have an option on how far the camera can be zoomed out in 3rd person, if people like close zoom, they can crank it all the way up close, and vice versa.)
All in all, I consider this great effort, with many welcome features, but with a lot of flow and playability breaking ones too. A definitive rework is needed to make it into a fluent, natural feeling control system.