Disclaimer: I'm exclusively an endgame PvE player, so this is written from that point of view
After going through the patch notes, I'm just left wondering what's the goal with all these changes? Okay, there was a lot of ult gain in the game, but why was that a bad thing? Having a tons of ultimates didn't make the game worse, more boring or trivially easy, so what's the point of these changes? The only thing this causes is even more of a gap between the higher end and lower end groups, because adjusting strategies and playing around changes is much easier for players of higher skill level.
For your average raid group this is so much worse, since you no longer have the flexibility of massive ult gen that you used to have. I assume that upholding a good major force uptime is going to get significantly harder for many casual minded groups.
Changing unique passives which gave skill lines unique qualities, into a passive that offers you literally nothing, just feels bad. Healers used to use potion cooldown reduction glyphs to get more out of the Catalyst passive, which to me felt like a nice small thing that made it feel different from other builds. Now it's a passive which doesn't give you anything. Pearls of Ehlnofey and Trample are significantly better options for a good uptime of Major Heroism, meaning that once a unique passive is reduced to being literal deadweight.
This is how I see the raid comps playing out if these changes go through:
Casual players/pugs, there wont be much of a change as ults tend to be a free for all
Mid range groups/Most HM progs, you will be punished by bad uptimes significantly more now as there wont be extra ultimate coming from numerous sources. Groups relying on barrier rotations etc. will have significantly harder time trying to fit everything in with major force uptimes and the barriers. Messing up your rotation and buff uptimes as a healer or tank will hurt the group significantly.
Higher end groups/Scorepushing, setups for supports will become extremely boring. Majority of supports will be on horn, or your group drop major force entirely and forces DDs into 3 crit damage lines. There will be a slight dps loss because of the reduction in atronachs and colossi. Maybe some poor DD will have to slot those. In any case this wont reign in the massive power creep at all. It will just make the game less fun for everyone involved.
So my question is, what are these nerfs aiming to achieve? Clearly to reduce ultimate gain, but why?