As far as shoulder charge and hhsn, it kind of sounds like they could end up becoming ground based ballistic slams. Which wouldn't be all that bad for the people using them. And like you said, there's still void 3.0 coming.
Shatterdive in PvP is gone.
Silence and Squall just doesn't get all that many kills and its also very inconsistent. A lot of people use revenant and that makes it seem more oppressive than it is.
I think separating super cooldowns was good just because of what they said they did it to avoid, which was super o'clock. Right now a lot of matches start off with grenades, then ability spam, then like two minutes of possible primary play that's actually dominated by special ammo, then super o'clock comes. Then it all kind of starts over except for sloppier.
Gambler's dodge is a problem. The thing about the tumbling animation being "evasive" is that you'd still be shooting someone while they were tumbling and it just wouldn't count because "breaks tracking" somehow ended up meaning "eats bullets." So with that it was one of those things where people were thinking they were being more deft than they actually were. Its also one of those things that gives an even bigger advantage when the game gets laggy for whatever reasons that it might.
I really think that overall its going to make things more interesting and really make it so the players are actually the ones doing stuff more instead of just everybody mashing buttons then wondering why it turns into a mess sometimes.