The lily mechanic is no longer passive.
Lilies are actually even more passive than they were before since they charge over time in combat with zero interaction from the player at all in generating them. It is, in a way, a step backwards. Something passive is good in cases like BLM's Polyglot, because they already have the astral/umbral dance alongside Enochian, so generating polyglot as a reward for maintaining their buff is good game design.

Misery is a DPS loss on single target because the skills required to generate it (ie your lily spending skills) are all on the GCD, and it costs a GCD itself. You can call it DPS loss mitigation if you really want to (like others have taken to), but optimal WHM play on the vast majority of bosses will still continue to be "ignore lilies unless you have no choice"*), and in trash pulls it will be "spend as many lilies as you can as soon as you can no matter what". It is once again not good game design.

None of these changes really fix the core of the problem of WHM as a class, gives WHM skills that do exactly the same thing that their basic toolkit already does (albeit instantly [on the GCD] while costing a resource), gives us a stupid number of buttons that we can weave with (when all we needed was one we could use at any time) with not enough things to actually weave, and it has resulted in the gutting of the other two healers.

* I need to weave something > It's not optimal to refresh Dia/Regen at this moment to do so > the tank needs enough healing for Solus to not overheal (or raid for Rapture) -and- for my woven oGCD (ie Tetra/Assize) to not also contribute to overhealing.