The main concern stems from the decision to have a test campaign. You will not get a representative test if the regular pvp playerbase does not participate. Having 100 new players light attacking each other for 2x ap is not very representative of 100 9year ball zerg players stacking 30x 20s hots and dots. The test should be mandatory for a week across all campaigns. Nobody is going to quit the game if they can't play normal cyrodil for a week......they can hardly do that now. We saw this with the noproc nocp campaign. Simply players will flock to the first campaign on the list and the campaign that has the most endgame enabled.
The skill simplification is a great idea at least. No reason for a skill to have paragraphs of tooltip explanation when all it should be is a single target direct damage. Sadly we see this overcomplication affect as games start to run out of ideas with power creep. Yugioh is probably the best example, where cards used to be simple and have simple effects.......Now you have cards with size 4 font that have 3 paragraphs of explanations and wiki articles still discussing how it works. Again brings me back to my favorite example:
Old dizzy swing was a simple long cast time direct damage with a reward of high damage and knockup if successful.
New dizzy is a paragraph long ........short cast swing that does mediocre damage compared to other instant cast skills.......applies an invisible debuff that requires you to look up on outdated wikis to understand it.......which can stun the enemy if you or anyone randomly happens to hold a light attack for 0.01s longer to do a medium attack which will be invisible when animation canceled.............or if the enemy happens to be on an invisible cooldown for this debuff you cant see, then they will also be snared for some reason, because zos wants more snares instead of restandardizing movement speed but thats another discussion.