When I tried out the changes at first I was kind of disappointed by how weird the new lacerate hop felt. Now the servers are a bit more stable and I was able to do a few notg runs as well as some dummy testing. Here are my thoughts after this:
Positive:
After getting used to the new flying, multiweaving is possible pretty easily and whenever you get too much height from lacerate hop you can dash down to stomp and reset your height (and also get Aerial Ace buff again)
The changes to Multihit as well as Aerial Ace feel like a general DPS buff compared to before the update, pretty neat
Jasmine Bloom charges way faster now, so even though it gets used up when you touch the ground it is easier to get it up at the beginning of a fight
Negative:
even after getting used to the new flying height control feels a bit weird, especially in crammed spaces such as the hammer challenge in notg, but it is manageable
Stomp (max boosted with momentum and bloom) feels pretty inconsistent on weapons with a high damage range (i.e. 80-300 dmg/hit instead of 200-250 dmg/hit), I tend to get hits anywhere from 30k to 120k with cataclysm which feels like way too much variety, but this is probably an issue with how ability damage is calculated in general (rip cata, nirv will be way more consistent here)
The 8 blocks of falling distance required to proc Stomp cannot be achieved everywhere (see the notg challenge I mentioned above), removing damage (because no Aerial Ace) in crammed locations which are already stressful on acro
Those are my thoughts on the topic. In general the rework is not all that bad for a casual player, rather a buff. I can see where the complaints are coming from though as it feels completely different and Stomp seems to be much more situational than everyone thought