I see a whole load of really good improvements (materials trader, increased storage, crafting at starports, etc) that are, for many players, largely nullified by one outstandingly stupid design decision. That's what really gets me - they are so close to something great, but then they go and ruin it.
For someone like me it's probably even. I like quite good rolls, but I only have a handful of god rolls. So time-wise it's probably going to be about the same. Plus I like spreadsheets, so I'll get myself organised and blast through the new system if I have to. And if you're really in the god-rolling business, the G1-5 takes far less time. But if you just turn up and throw a few rolls and take what you get, the grind is about to get a lot worse. All the other improvements are just mitigating the damage.
Or the g1 to G5 route was necessary to avoid totally trivialising the process
The impact of 100 storage and the trader are largely unknown. If we assume they're slightly positive and g1 to G5 is massively negative, we'll naturally feel disappointed.
If these changes end up being massively positive, though... FD have made it clear they don't want a trivial process. Given all of the changes (no more favours, hand pick your experimental effect at any time, no fluctuating negatives, storage and trader, always improving upgrades and a better end result), I'm not finding it difficult to understand why they opted to change the current system of being able to skip g1 to G4. If that remained the same, it may trivialise the process and render the trader null for the majority of mats.
Seems to me that they want to laterally ease mat collection but still give reason to use a lot of all those mats we'll store.