A related issue that I haven't seen discussed much is how much "wasted damage" one pumps out with the new system.
It is fairly natural to target enemies whose health bars are dropping. For long animations, however, this will invariably be a mistake, because the opponent will die before you apply any damage, and yet the skill still activates and goes on cooldown!
This has always been true to some extent due to latency, but planning attacks now is completely counter-intuitive, particularly for solo players. Literally the worst PvP combat philosophy I've ever experienced.