I will warn you that my post is constructively critical, and somewhat negative because that is how I feel and need to be heard, as I have encounter a majority of fellow players who feel the same way. I'll try to throw in some positivity and will keep my punches above the belt. 
We can read, PBlade, we're still unhappy... adding some graphical representations to show who hits who and when is a no-brainer, I can't give any props to them for fixing the obvious.
Positive Feedback on above comment: They have agreed to fix part of what they broke... Thanks!
I'm another player who has been around since beta... on - you guessed it - Vector! I've given EP server my time before and after the patch, fighting friend's and foes alike ... mainly as an MA or hacker. Due to the changes, not only can I not see when I'm hitting or missing, but I'm getting killed in no time at all - and unless I want to read the system messages scrolling at a fast pace, I'm not likely to find out why. I've tried various attribute hacks (even resorting to asking those who who pwned me for their layouts and applying some changes) and still seem to lose massive amounts of health in no time against any live player. I can have an evenly matched fight with archive bosses, but seem to die just before they do. What fun. <<<< (note: sarcasm)
Positive Feedback: The extremely studious portion of the fan-base will love deducing the 1,212 things that do not work effectively in their fights, and concentrating on honing their skills on the 3 or 4 attacks that work after the CR 2.0 implementation.
Now, with the once hated hacker nerfed into safety, the ex-hackers are going to seek out and hold onto the three or found (if they are lucky) abilities that can still be landed consistently and do the most damage. What fun. <<<< (note: sarcasm)
Positive Feedback: Full Auto Redux and Swirling Ki seem to be getting a lot of praise from effective CR 2.0 pvp'ers... I'm excited to see if they work for me, too.
I've seen the last few original members of my aincient faction (yes, since beta) leave the game... the last of the "lifers" left or are leaving this month with 99% of the blame being assigned to CR2.0's inevitability. It always happens after a big implementation that the majority of the community seems to be against. Does anyone see a trend? Remember the XP nerfs? What fun. <<<< (ok, last time I'll note sarcasm, you get the picture.)
Oh but we have new troubles (on top of old ones reloaded) - Now, understanding the attributes and influences and buffs and debuffs is even more complicated than ever before.... and without a tutorial or clothing to test!!! If I were just logging into MxO for the first time, facing such an overwhelming amount of information that is all supposed to equate to an even fight - I would run screaming away and go play SecondLife or something equally as mindless or a few days to remember that games are for fun, not researching mathematical probabilities. Even as a seasoned veteran of MxO I despise having to learn a new system that has no ties at all to the interest of the players - new players, old players, doesn't seem to matter from what I have read and the changes I have seen.
Oh yes, and for the movie-loving crowds - they've taken away multi-interlock... what a beautiful, entertaining movements, and what a challenging combat element that was! To me, there was nothing as innovative and interesting in a game fight EVER.... I will miss it dearly.
Did someone come up with CR 2.0 as a means to kill MxO? Is there at least one dev out there who believes that this change will turn off more subscribers and scare off would-be subscribers and is willing to say that a slow transition to their "vision" of a better combat system is a better solution?
Apologies for the rant, I had to get it out. I want to stay, I do.... and I will stay through the change-over, but after that I can only stay if I'm having fun and still have friends staying with the game.
My Request:
Please, listen to the masses. If changes are required, try to make them slowly. In-game, on the forums, the message seems clear to me... most people want to see added environments, additional game elements, and new character interactions, revision options for existing RSIs... We want to be entertained and engaged, not put into a classroom to re-learn how to fight in MxO.
See you on the inside.... cautiously optimistic that our voices will be heard.
Thanks for sticking through to the end of my lengthy, negative-yet-contructive criticism.

We can read, PBlade, we're still unhappy... adding some graphical representations to show who hits who and when is a no-brainer, I can't give any props to them for fixing the obvious.
Positive Feedback on above comment: They have agreed to fix part of what they broke... Thanks!
I'm another player who has been around since beta... on - you guessed it - Vector! I've given EP server my time before and after the patch, fighting friend's and foes alike ... mainly as an MA or hacker. Due to the changes, not only can I not see when I'm hitting or missing, but I'm getting killed in no time at all - and unless I want to read the system messages scrolling at a fast pace, I'm not likely to find out why. I've tried various attribute hacks (even resorting to asking those who who pwned me for their layouts and applying some changes) and still seem to lose massive amounts of health in no time against any live player. I can have an evenly matched fight with archive bosses, but seem to die just before they do. What fun. <<<< (note: sarcasm)
Positive Feedback: The extremely studious portion of the fan-base will love deducing the 1,212 things that do not work effectively in their fights, and concentrating on honing their skills on the 3 or 4 attacks that work after the CR 2.0 implementation.
Now, with the once hated hacker nerfed into safety, the ex-hackers are going to seek out and hold onto the three or found (if they are lucky) abilities that can still be landed consistently and do the most damage. What fun. <<<< (note: sarcasm)
Positive Feedback: Full Auto Redux and Swirling Ki seem to be getting a lot of praise from effective CR 2.0 pvp'ers... I'm excited to see if they work for me, too.
I've seen the last few original members of my aincient faction (yes, since beta) leave the game... the last of the "lifers" left or are leaving this month with 99% of the blame being assigned to CR2.0's inevitability. It always happens after a big implementation that the majority of the community seems to be against. Does anyone see a trend? Remember the XP nerfs? What fun. <<<< (ok, last time I'll note sarcasm, you get the picture.)
Oh but we have new troubles (on top of old ones reloaded) - Now, understanding the attributes and influences and buffs and debuffs is even more complicated than ever before.... and without a tutorial or clothing to test!!! If I were just logging into MxO for the first time, facing such an overwhelming amount of information that is all supposed to equate to an even fight - I would run screaming away and go play SecondLife or something equally as mindless or a few days to remember that games are for fun, not researching mathematical probabilities. Even as a seasoned veteran of MxO I despise having to learn a new system that has no ties at all to the interest of the players - new players, old players, doesn't seem to matter from what I have read and the changes I have seen.
Oh yes, and for the movie-loving crowds - they've taken away multi-interlock... what a beautiful, entertaining movements, and what a challenging combat element that was! To me, there was nothing as innovative and interesting in a game fight EVER.... I will miss it dearly.
Did someone come up with CR 2.0 as a means to kill MxO? Is there at least one dev out there who believes that this change will turn off more subscribers and scare off would-be subscribers and is willing to say that a slow transition to their "vision" of a better combat system is a better solution?
Apologies for the rant, I had to get it out. I want to stay, I do.... and I will stay through the change-over, but after that I can only stay if I'm having fun and still have friends staying with the game.
My Request:
Please, listen to the masses. If changes are required, try to make them slowly. In-game, on the forums, the message seems clear to me... most people want to see added environments, additional game elements, and new character interactions, revision options for existing RSIs... We want to be entertained and engaged, not put into a classroom to re-learn how to fight in MxO.
See you on the inside.... cautiously optimistic that our voices will be heard.
Thanks for sticking through to the end of my lengthy, negative-yet-contructive criticism.