The former point is meaningless because going jolt->verthunder->veraero is functionally identical to grand impact->verthunder. You still have 2 GCDs of movement, it just changed it from a jolt prep into simply casting acceleration and having it, which is overall an upgrade in my eyes. Plus it means you can jolt->verthunder->acceleration->grand impact->veraero and have 3 GCDs of movement, a demonstrable upgrade over what RDM had in EW.

The verraise one is a bit more pertinent, but an extra GCD before you can res someone isn't as bad as needing to finish an entire melee combo, and the class still has swiftcast on a shorter cooldown for both doing a back to back verthunder/aero after a grand impact and verraising, so I am not quite understanding the actual frustration here as the class still has multiple avenues of movement and a generic instant cast if desired without strictly needing a jolt. I also tend to acceleration just before I need it, and if someone dies during that time, it's typically movement and I've already use grand impact, so jolt's often available. Short of using acceleration early during a melee combo, I just don't see this as a big issue.

That said, given that the devs added the ability to toggle off skill swaps, I'd be rather okay with them allowing this all the same. I'm a fan of improved usability, and if you want to prep acceleration and then jolt, I'm okay with grand impact being toggled to be an impact upgrade. It is in the name, after all. And as a vital component of the aoe rotation, it's usually quick access I'd assume and would interestingly greebl the single target rotation even if forced on everyone.