The combos/stances changes come with melee 3.0+ or so iirc. This was only implementation of quick swapping and the ground slam.
But I do have some issues. Swapping sometimes looks odd without effect. I don't know why I used to do this but during aim glide in melee mode I used to hold block (I think for more air control or something). Now it swaps to the a gun, it has the same effect on my gameplay, but again just visually it feels a bit off for me. Minor complaint though.
Another one would be that I can't get syndicate procs with a gun anymore while using quick melee to kill enemies. Also not that important but still.
What's really bothering me now is not having access to certain block button combos, especially on Tempo Royale, it hurts not having that combo. I have no idea what variety a stance will have in the future (since DmC was mentioned a few times on streams) but just having generic swings feels bad when the weapons have low range/speed or lack an engage.
Speaking of engage, the ground slam aim feels really nice for mobility. Garuda was my favorite frame as of recent time due having a lot of air movement and engage controls with her skills. It's a bit silly that you need a frame like excal to have an engage melee skill (and having to spend energy on it). I hope this improves in the future even more.
Speaking of stances, I know this won't happen considering the months work done on melee 3.0 stances, but since the old button combos are being removed and melee combat input gets streamlined, I wonder if it would be a good idea to apply 1-2 special moves on chosen melee weapons themselves to add variety to the arsenal. Either passive effects like Pyranha Prime has it or just being able to perfom to some unique move like throwing with the wolf hammer (more creative than that though).