The update needs to be accepted as a whole "package" so commenting on things piece by piece isn't really effective.
That said, we'll just have to wait and see how it all works after it's running for a couple of weeks.
One thing I have not seen is how the "disappearance" of mist energy is being worked into the SK story timeline.
Hopefully - the Devs have incorporated this into one of the missions or stories.
As this is probably the biggest game mechanics change ever - I'd like to see some kind of artifact - like an "Orb of Mist" given to all players who are around the day the world changes. Yes - it won't do a lot, but it will be a little bit of history, captured for posterity.
There have been a few questions about the energy cost of unlockable events in the clockworks.
The energy pricing on these has been skewed incorrectly for quite a while, but was offset by players using their mist.
The CR cost should be equal to the benefits gained which is not, currently the case.
Suggest that they all be repriced: 1 energy for mecha knights and turrets, 2-3 energy for "prize rooms" and maybe 5 CR for danger rooms.
Prize rooms would only reward the player who spends the energy to open them.
I would also like to see danger rooms have a "Krogmo bribe system" style gate - where multiple players can contribute energy to opening the gate.
For parties, more players would likely opt in for a danger room if it only cost them an energy point or two to open.
Repricing clockwork events, could be fixed now with this release.
This is all very fascinating, but will danger rooms still cost energy?
I know it's just 3CE, but the thought of having to spend non-renewable energy on danger rooms feels wrong.
You can repeat it as much as you want, but it won't get answered any quicker: developers answer questions when they can, no sooner, no later.
If anything it's covered in the first post where they stated they're still working on workarounds for the current systems.