Dash: I was a little worried about how this particular feature would effect balance, but the invulnerability is short enough, and the cooldown long enough, to make it practical only for what it was intended for: dodging a single, short-range attack. +1 to that. I was a little surprised that the cooldown icon is down at the bottom with the vials--it's big enough to still draw your attention, just didn't feel it quite made sense with so much of the character info being shifted to the top (I kind of wish the status icons got the same treatment, though--an icon of the same size, counting down, at the bottom, rather than their current placement with the new UI, which are much harder to see). I would also add: I kind of wish that you could dash in a direction independent of your facing. I think it would add a bit more utility if you could, for example, dash backwards but maintain your facing forwards--that way you could attack with a gun while you dash-retreat from a baddie, or dodge a heavy hit from something and then immediately give it a face full of sword. [EDIT: you CAN dodge in a direction other than the direction you are facing, it's just really hard to pull off depending on your control scheme.]
[EDIT: a guildie just said, "I'll probably never use dash, because I'm always facing what I'm fighting."]
Bash: it was a little difficult to judge damage while juggling remapping the keys (as I mentioned on the official testing thread), but it seemed reasonable--just a bit, not enough to make it practical to shield-bash a critter to death. Also, the stun from the bash had enough AoE to make it a nice addition for strategic play, particularly against small mobs. Also also, I had assumed that losing half your shield strength for a bash meant that you could bash twice in a row before needing to recharge, but in testing it seemed like you could only bash once, from full to half, before a recharge. I can see the logic of that, but question: what happens if your shield has already been damaged? Bash could be a very useful tool of last defense, like Dash (i.e., I'm going to willingly give up the last half of my shield power to Bash some enemies, leave myself open, but hopefully kill them while they are stunned), but it loses some of that utility in needing to start with a full shield. Last thing: the attack animation for Bash felt a little slow. I can understand wanting to make it a bit slower than Dash--it is a type of attack, after all--but it felt just a touch TOO slow.
Anyway, will go back for more testing.
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Version 2.0
Dash/Dodge: First, and this is a tiny thing, but I do think it makes a difference whether the finalized move is presented to the players as 'dash' or 'dodge'--it's still listed in the keybindings as 'dodge,' despite the official write-ups that refer to it as 'dash.' I think 'dodge' is more in keeping with what seems to be the intent, but 'dash' seems more reflective of how it actually works--more active/aggressive than simply dodging. It's only a semantic difference, I know, but semantics are important as they will, in part, shape how players think about the move's functionality in-game.
Otherwise, I agree with others that have stated before that the period of invincibility in the first version was too long, and I still think it is too long in the new version. Just a quick example: running the t3 slime daily prestige, with one dash/dodge I could run through the full spread of projectiles from 4 jelly turrets and get safely to the other side without a scratch--it totally eliminated the need for a shield, except perhaps as a stop-gap during cooldown, and of course you get significantly MORE out of dash/dodging because it can put you in position to attack a turret at close range. I would recommend shortening the period of invincibility further--i.e., maybe just the second or so that your character is airborne, just enough to dodge a single attack. Also, I'm not wild about the new effect to indicate when you are dash/dodging. I think the previous version's sparkle effect was clear enough, and as I think was noted on the official thread, the bright blue looks a little strange, especially when compared with the bash animation, which is much more in keeping with the look of the effects we currently have in-game.
Bash: After further testing, I think the KB on bash could be upped just a bit to make it more on-par with dash/dodge in terms of functionality. Also, I started to wonder why the shield doesn't continue to take damage for you as you bash. I bashed by some jellies that were just outside the AoE, and they spun up to hit me while I scooted across the room. Thinking in larger terms about the use of your shield for more than just straight defense, I think it would make more sense if you were still shielded as you bash, since you are actively using your shield, after all. Additionally, that would make the cooldown of having to let your shield recharge more meaningful, as it would a.) protect you as you bash, and b.) a poorly executed bash could mean breaking your shield, or at least leaving you with a longer than normal cooldown time.
Other changes: I like the graphics changes to inventory items, I think they help make the look of the new UI make more sense. And while I don't need the graphical representation of damage type/defense type on my gear, I can appreciate the idea of a quick, subtle reference for new players as to what does what--especially while figuring out how recipes and crafting work. Similarly, I will say that you really get a feeling for the weapons when the new graphics pops up as you change--the combuster just LOOKS burny, etc. Also, and this could be my imagination, but the time the weapon graphic stays 'popped up' felt like it had been decreased a bit, which I liked as well.
Really the only graphics change that didn't totally work for me was how the new mat icons look when they appear as a drop. Looking at them closely in your inventory the new art is clear and nice, but when they appear as a drop the graphics are a bit muddy--they are much smaller and harder to distinguish. Similar problem: they also don't seem quite in keeping with the graphical changes we got to vials, etc. with the new UI because of the black background.
S'all from me for now, looking forward to the new features.
Edited OP slightly: for some reason I had it in my head that shield-bouncing took some of your shield's strength, but of course it doesn't. No need to balance energy use of Bash with bouncing.
Regarding Dash (Dodge, I guess I should use the proper term): after playing several floors, I found that in its current incarnation it was actually more useful for leaping in on baddies rather than away, which is kinda antithetical. I could, for example, avoid floor hazards/enemy attacks by dodging IN on an enemy, quickly closing distance to get in a baddie's face--which seems like it should more be the purview of using Bash, unless the feature was going to have a different name--"Charge" is what immediately comes to mind, but that's already taken. That doesn't negate its possible use in actually dodging, but again, having to dodge in the direction you are facing limits the utility a bit.
Regarding Bash: two additions, the first being that I wanted to mention that the animation started to glitch pretty badly when running in a party--shield wouldn't raise, no energy field, just suddenly sliding across the floor and stunning things at the end (didn't happen when I was running solo). Second, I kind of wish that Bash would cause 1 hit to non-enemy objects, like blocks and switches--didn't seem to effect anything other than enemies. Being able to cause 1 hit per Bash would add some great possible mechanics: you could, for example, bash through normal blocks/boxes to stun baddies on the other side, or slide across the floor to hit a switch at the end (might be some neat opportunities for puzzles/traps that involve Bashing over a floor trap to hit a switch).