There have been lots of constructive complaints about the new system, and here a few positive aspects that were partially (!) neglected by both parties.
Since I'm not and never have been a professional PvPer who knows or knew every detail of the system, this is going to be rather amateurish and rather refer to more basic elements and the look, and less about balance, influences and all the other complicated stuff 

-Melee Free-Attacks:
OK, they're not perfect. This isn't interlock so the system doesn't control the positions of the participants.
But the moves still look cool and it's something completely new: We didn't have anything like that before,
and now being able to perform a move out of interlock and physically affecting the enemy just rocks. And
compared to the old multi interlock, this new variant looks much more dynamic from outside: there's an
active fight between two people and others jump in and perform single hits -- no more long waiting till it's
the next opponent's turn.
-Interlock UI:
I didn't really hate the old interlock interface. But it's much better without it. Actually it distracted our eyes
from the actual combat. However, the rings around our characters and the green/red flashs on the ability
icons still tell us everything about who hit and who failed -- but in a much less obtrusive way.
-Interlock effects:
In the old version, the combat animations were always disturbed by the constant annoying green effects on
the character skins (looked like healing, but was apparently indicating IS increase -- not sure though).
Saying it straightly out, I hated it. Now it's gone. Yes, I know this could be done without the CR 2.0, but now
it's gone and that's really good.
Also, I could see a dramatic decrease of other annoying effects in Interlock. Sure, powerless and blinded
are still there, and I can't judge about how present they are since I haven't tried out every ability yet. But just
speaking generally: There were abilities like Machine-gun Fist Combo in Kung Fu I always hated to use
because it made the opponent powerless and the combat look crappy. Now the powerless attribute is gone
(and was maybe moved to other abilities, don't know right now) and and it's suddenly become a joy to use
it (and a few others also).
I know how amateurish this has to sound, but not everything has to be professional. I'm just happy with this
turn and that's it.
-Upgrade abilities:
Something many people complained about: Instead of automatically buffing your character all the time and
combining their effects, you now have to select which upgrade you wanna use and simply click it. Apart
from the increased tactics variety, I can't really see anything so positive or negative about it. I think the most
complainers originally thought they had to activate all buffs one after another to get strong. Well, I guess we
all know that's not the case 

-ANIMATIONS:
This is a dubious aspect of the CR 2.0 and I hope, not a finished one yet.
CONTRA:
-Several groups of animations seem to be missing.
As far as I can tell, the wall kicks, an awesome looking feature of MA aren't in the game anymore (please correct me if I'm wrong).
The disarming moves have been removed for an obvious reason. While I can comprehend the game-play aspect, I'll still always miss those great moves.
There was also an alternative way of hitting a round against an armed opponent: Your character was drawn away and performed some cool moves while approaching his enemy to land a single hit. Except the Aikido variant, those really kicked some *CENSORED* and should be back in.
Also, I seem to miss some cool moves in the tactic animations. One coming to my mind spontaneously would be the flying kick from Karate grab. Maybe I've just been unlucky?
-Bullet Time:
Nothing to add anymore: BT isn't finished. Although I can't say I really hate the accelerations (still some cool dynamics), it just doesn't work always work correctly and should show more slow-motion.
PRO:
-New animations?
Maybe it's just something I missed during my long under CR 1.0, but there are, indeed, animations I haven't seen before. Like the sommersault dodge in dual weapons block tactics or certain moves in grab tactics that somehow seem to be disarming attempts. Aikido for example: Your character grabs the opponent's armed hand, but he somehow turns round and defeats it. And some others, like in Self Defense.
-general:
The new hit-hit or miss-miss possibilities are shown in the animation. Your character can perform a few moves and then immediately your opponent. The pauses last much less (although still there). And lots of other variegated stuff there wasn't before. More dynamic, more lively and more complex, and less predictable.
I was blown off when I first saw it, and I'm still excited. The old variant still looked highly aesthetical, but compared to this one, it was rather primitive.