So far from the initial battles, these are the observations -
1. HP Penalty has really been eliminated, we saw 20k soldiers managing to do 1k average shot damage, something that would not be possible under the old order of things.
2. It's clear that union sets' impact has not changed under this new scheme. One 5.5k advent with L2 union rifle was able to deal 1.6k damage per shot. This is mostly due to the fact that union sets provide a massive amount of skill points all around which leads to a higher damage multiplier. It's easy to see how OP workers would become - a 10k tank worker with the right FF gun would be capable of dealing massive amounts of dueler-like damage, while dodging the most shots.
3. Most players have not reskilled towards the new "optimal" combination - that is, 1:1:1 for skills and mostly stuck by their old builds, yet overall damage rose by a very significant amount. To do proper testing, there will be a need to keep daily awesomia battles (with adequate rewards) and encourage all players to reskill so that the formula can be tested under more accurate conditions. But, it's certain that we would have <20 round battles in this situation.
4. The changes to resistance formula are mostly negligible - no real change/increases in resistance. Players with pure resistance builds will see a drop in their overall resistance.
From my understanding, this change is just the first step - reducing the HP penalty is not completely a bad thing, as it will encourage players to move away from low HP builds which mostly have proliferated too much. Massive increases in resistance, to match up with the overall rise in damage would make sense, along with changes in attack/defense formula, to give greater primacy to defense would help as well. But, at the end of the day, if damage itself cannot be nerfed, we will need some sort of change to buff tanks and help them survive longer - generally, longer the battles last, the more interesting they are.