Rapiso is both right and wrong depending on how you look at it.

The changes above will make playing MNK at a standard/expected level more complex than it is now. The reason is as it is now you can basically tell a new MNK to stay on flank and spam the basic flank combo worrying only about SP, HF, Demo and ToD while managing 2 buffs and they will be playing at near optimal sustained DPS. However, the standard in 2.1 with Bootshine and True Strike being so explicitly worthwhile and Demolish being favored from the rear, the standard will involve effective strafing and managing more skills.

On the flip side, the changes also make Impulse Drive pretty much unnecessary, and likely not ever worthwhile. Any MNK pushing the limits of DPS as of now will make use of Fracture and Impulse Drive when the situation calls for it. With proper Impulse Drive use, MNK can put out a great deal of burst DPS at the cost of ridiculous TP drain. A worthwhile trade-off in some fights for some mechanics, such as Dreadnaughts in Turn 4 or Asclepius in Turn 5. This, simplifies the MNK endgame.

So basically, if you are a beginner/average MNK, you will have more work to do. If you are an adept at pushing the most juice you could get from MNK, you will have less work to do. Overall, there will be more consistency in how MNK rotations look from player to player as they made certain choices much more obvious.