1) commy and ragan being hideable - both are fallback spots that serve a purpose, whereas the fun part of rogues in the pk is to sneak up etc. there have been some great stabs here as well, but overall i think they make pk better as no hides. (especially as you can hang out there and give it a bit). all that has happened is that mire or s e orch ragan has become the new ragan.
2) orch well trees being 4 instead of 2. I think 2 trees was MUCH better, becuase it was ideal for low number pk. again, there are situations in which 4 are nicer than a full patrol, but overall 2 trees were great for the back and forth low number pk. for a bigger fallback ragan is already there. (speaking of ragan, not a fan of the orch spot it's in because it makes it too lopsided to kill someone sometimes with the e flee - even someone from the winning group)
3) this isn't n pk specific as such but sometimes the way out is through spine - and the new cair/tv route is - as far as i know - RARELY used. it used to be that people ran cair-tv-back to fd quicklike. Now it's a different deal. Same with that canoe/river whatever thing s of junction.. i don't know that it serves a purpose. It's nice that there's a doory area there, but we also have culvert etc which servs that purpose perhaps?
4) kno'mon being roaming. Does it have to be roaming? I think it's a GREAT shift to move it out of chokey place and makes it so useable. But it also kils off wolves which affect the low number pk. wolves gap were a fantastic mob support but now they're mostly dead.
Those are all from me. Love the rest of the changes - the ctf is brilliant, as is the scout (though its glare thing could be upped - have seen it not glare for an entire tic of melee). Xp stuf dog zone, the shivs blands, the ancients near camp - to name a few things that have been making exciting pk
obviously not even remotely an expert, but consider these average player feedbacks
