Some quick thoughts from me on the rework:
Most of my games were in "normal" ships (BB/CA/DD) and I have not tried tier 10 yet. Probably have done 20 games total or so. The sector reinforcement for AA seems like a good idea but I have yet to see a big difference between doing it and not. Shot down 4 planes in a DD without it on, and 0 with it on. Also 22 shot down in a Fuso with and 21 shot down without. Honestly having two or three ships within an AA umbrella seems more effective without having to think about which way your AA is pointing. Long range AA does seem to be an odd ball type thing. It doesn't hit much but when it does, one or two planes are gone.
Lack of ship control is concerning. Turn around time on planes is still better if the CV is "closer" to the action than if it is off in the corner, but maintaining the ship and focus on doing damage seems like it is not possible. I have had situations where I have tried to move around the map, and just took another flight off, to start taking fire and have to return the flight to try and save the CV. At which point it is usually too late, and you can't effectively maneuver the ship and defend your self now. The repair party consumable is neat on a CV but I have yet to need it. If this lack of ship control sticks, I feel they need to reconsider some of the mechanics around the ship itself. Lower detectability, or perhaps have the CV automatically patrol an area of the edge of the map or something (selectable by the player). Just seems like a major con to the whole experience thus far.
Attacking with planes is interesting. I won't say it is super easy now, but it is some what straight forward. The required line up time and lack of numbers, allowed target ships time to do some evasive maneuvers. The attack craft can also line up a little better. It is one of those things that will take some practice, but I imagine even newer to cv players will pick it up and feel like they are doing something. Torps are the hardest to get used to as you only drop two now. I wonder if they will allow more to drop as you climb in tier or if there will be a commander skill to add an addition plane or two. Bombs and rockets seem the easiest to get a handle on. I feel like my luck sticks and I tend to miss a lot that look like they should hit though. On the long range AA subject, it does seem like you have to bob and weave to avoid it, but it seems very odd as to when it will burst and flak, I tend to try and avoid some, just for it to explode way in front or way behind my squadron. Then other times, it seems like it won't be close, but I lose a plane. I think this will be one of the more challenging things from both sides.
the consumables for the planes are different. I like the speed boost/break for the planes, but I rarely find my self needing the rapid reload of it at tier 6. Use the boost to get in a little faster, let off, break if needed due to over shooting and boost out after the attack to get out of the short range AA crazyness. Usually by the time I turn around for pass two, I have most of what was used back. The fighter consumable seems kind of pointless. Unless attacking another CV, you have to fly your planes to where you think the enemy will attack friendly ships, pop it and maybe get 2 to 4 planes shot down. If a point could be chosen from the tactical map for the CV it would be better. Also have it be like other plane types just with a cool down, as a squadron consumable is seems pointless as it seems against "do damage" mind set they want, as you have to fly the flight else wheres to have it be useful.