MSC is pretty good at countering 1/1/1. Planetary Nexus basically makes Protoss natural a no-entry zone for a full minute; or basically one or 1.5 WG cycles. So you can delay the 1/1/1 from even doing anything for one full minute. Overcharge even has a range of 13 so tanks can't even shell the Nexus. I'm not sure really how much 1/1/1 will be changed. However it will allow the Terran to invest that money elsewhere. I'm not a 1/1/1'er but I think the most limiting factor was basically producing the initial 3 tanks not really the gas/minerals. Since 1-2 tanks by themselves aren't really scary adding a third seems to be the giant golden number. So maybe it won't really effect the timing as much as I think.
What I'm concerned about is the change in TvT. As of right now (by right now I HOTS from yesterday) TvT is completely broken because of the Reaper. It appears with the changes this won't quite be the case. A pack of Reapers can still hop up and kill a marine (it'll take 6 shots, though) and run away but marines still produce twice as fast so you'll overwhelm with numbers. It isn't a "Reaper or die to Reapers" scenario anymore.HoweverI still don't think 1Rax FE is still viable. If you do the usual Gasless, 2xRax, 2xGas your stim finishes RIGHT when the 1/1/1 arrives at your front door. On most maps you have to poke in with your marines to delay the push so your stim finishes before he can siege your nat. It seems like now if you scout a Terran going gasless FE just tech to tanks, park your first one at his doorstep and just rally to his base. I don't see how a Terran will escape or be able to hold the natural. So that matchup seems kind of fucked up again. Better ... but still fucked.
I'll be interested to see how reactor reaper TvZ works out. The damage they do to queens hasn't changed and I was already running builds where I'd eventually get enough reapers to kill the queens. Some zergs play very greedy and refuse to make a roach warren. I don't think they can do that anymore. Since for all the Zerg knows behind that wall is a Terran building another rax and cranking out 3x Reapers.
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I'm trying to remember the 111 TvP build and I think it is basically you open standard 2 gas. Fact, tech, port. You start tank production immediately, make a banshee, then start siege when your second tank is about halfway done. Like I said the Terran doesn't really want to move out anyways because 1-2 Tanks are pretty easy to overcome. It is adding that third that makes the push deadly. So I'm not really convinced this is making the 111 as fantastic as the various SC communities are saying it is.
-m0ar edits-
Actually sitting down and doing the theorycrafting I think I could use a variation of my TvT build. Basically gasless FE then immediately 2gas. Right now I do gasless FE then 2 more rax then 2 gas. So I have my 1rax producing rines, I throw down a factory and tech it, then I put down 2 more barracks with reactors and then my port. That way I'd have a tank out in time to defend his tank. The only issue is its pigeon holing me into making tanks in the initial phase of TvT and I really preferred my build of aggressive marine + medivac play transitioning into BioTank. Not sure how I'll be aggressive with that build I just proposed.