Ok, so I restarted my character and played up again from one to almost 20 on the Korean Servers. At a high level, the TLDR version is that Patch 1.0 seemed to be a positive as far as the early game is concerned. Here are my more detailed thoughts:
1.Abilities. They refined the ability trees. Generally speaking, it seems they overall reduced the duration of CCs, especially against players, and reworked the ability tiers so that there is more variety between the classes. Previously, one of my complaints was that many of the trees (for example, the magic trees) were very similar, so if you went Necromancy, Conjury, Magic, you would get like 3 DDs/DoTs, 3 stuns, 3 auto attack type abilities, so the combat felt kinda unrefined and haphazard. You would basically just throw all your stuff at a mob. They cleaned this up a lot. My standard rotation is to prebuff with a self only shield from the magic tree, then lightning bolt the mob from the magic tree, into mindflay like channeled snare spell from conjury, to a Dot+Debuff and then drain tank with lifetap (another drain dmg + heal spell). If it doesnt finish the mob off, or if I get an add, I can either root them and wait for cooldowns to reset or kite around with the spamable Necro autoattack skill. It all seems to flow a lot more than when I previously played. I think most of the changes were minor, but in the aggregate, it improved upon the tab targeting system. Still not a fan of it at all (b/c I like action combat), but its good enough now to not be a deal breaker.
2.Quest Rewards. Huge changes in the quest reward / gear progression. Pre 1.0, you really had gear that was all over the map. Stuff like Int + Agility gear as quest rewards, etc. Quest rewards were done like WoW where you could see 1 of 3 items and select it when you completed the quest. The way they do it now is that basically, you cant see the stats on the gear you are getting, but you select a "color" of reward. From what I can tell, Blue = caster/healer gear, Yellow = tank/defensive gear, and Red = physical DPS gear. I haven't played multiple characters so I cant tell if the game tries to customize the gear for you based off of the trees you select, but it really seems like it does. I get tons of INT gear for picking the blue package, with very little other stats except stamina and spirit. Perhaps the blue package just always gives this type of gear, but it could be that you pick what you want your "main" stats to be by selecting the color and then the game adjusts it based on your trees. I wont be able to really test it unless I start a new character with different trees, but in any event, the system is an improvement. One thing that is nice is that the quest gear is organized into sets. So, completing all of the quests in one area will give you a full (7/7) matching armor set with set bonuses, etc. It is fun to progress through each zone and try to complete the set, rather than getting one off random pieces each quest you do. Its a pretty different change and I like it a lot.
3.Difficulty. They increased the leveling difficulty a decent amount. It is similar to the way EQ was where if things go right, it is pretty easy, but if you get an add (respawns are pretty quick), things can go south really fast. In 20 levels, I've died maybe a dozen times or so, which is typically pretty rare for me. All of my deaths were "dumb deaths" where I rushed itno a fight without buffing, etc. So it seems a good balance where preparation really matters. All in, they made the leveling harder than it was before, so it feels a little less like you are just running from hub to hub. A positive change IMO. Although they didnt rework the death penalty, the changes they made to the way labor points work (crafting mana), made death sting a little more. When you die, 3 things happen. (1) you get a 10 minute debuff reducing your effectiveness (I think its 10% dmg), (2) you lose like 2% EXP, and (3) your future exp is cut in half for about 5%-7%. You can remove the future EXP reduction by praying at a shrine and paying labor points. You could always do this, but now your labor points are much more valuable (see below) so the penalty stings a little more.
4.Labor Points. This was by far the biggest change with Patch 1.0 (and going FTP). Your labor points are much more limited. Before, you could pretty much go around chopping down trees and mining whenever you wanted for resources. Unless you played a TON or got into really high end crafting/house, labor points were not much of an issue early game. Now, the labor point shortage is almost immediate, and doing things requires more labor points. Some examples (in addition to the death example above), monsters don't drop gold anymore directly. Instead, they drop sacks of gold, that can only be opened by using like 2 labor points. So, if you don't have labor points, you wont be able to earn gold from mobs. If you run around harvesting everything, you will run out of labor points almost immediately. Basically, I haven't harvested a single node and only used my labor points for death and gold and they are very slowly going up from like 200 starting to 300 over 4-5 days. Compare it to before where you would have like 800 almost overnight. This has a LOT of impact on the game. Namely, you dont see houses everywhere anymore. Because it takes labor points to keep a house up, people are much more selective about getting a house. Before, there was never enough buildable real estate in the world and the landscape near cities became tons of farms with square rows of sheep, etc. It was kinda immersion breaking. Well, all of that is gone now. It could be because the servers arent very populated in Korea, but I think it probably has more to do with the labor point change. People want to spend their labor points crafting and harvesting and not necessarily to run their farm.
5.Pay to Win. The lack of labor points leads me to my next point, not sure the game is really "pay to win" in that you don't get a lot of combat benefits from a subscription, but if you want to experience all the game has to offer, you will almost certainly have to pay what would be the same amount as a subscription. The reason is that you can buy items that regenerate your labor points, so if you want to compose songs, craft a lot, build a house, build a boat in any reasonable time frame, you will probably have to buy those items to keep replenishing your labor points. This doesn't really turn me off, b/c I would likely subscribe to the game anyway, but if you think "free to play" benefits should be limited to only cosmetic items, the implementation of the system as it is in Korea will definitely turn you off.
That is pretty much all I have to say. The world is just as pretty as I remember, and they made leveling a bit more interesting by adding in meaningful set gear progression into the leveling curve, but it is still WoW like hub spoke leveling where you complete quests to progress. If you want to level purely through crafting (which would have always been inefficient), you will probably have to shell out some serious cash now in addition to it being inefficient.
Overall, patch 1.0 is positive for the way that I like to play, but i can see how folks were turned off by it...especially non-achiever types that just want to shit around. This week, I should hit 30, which will put me into the PvP areas. I can give you all as sense for how active / balanced the PvP aspects of the game are once I get to that area.