Well a big positive is simply that we've mitigated a known exploit to the sim engine without having to go through the process of changing engines completely. I think that's probably the one that newer members won't really know of, and the current system is all that they will know moving forward.
Another is also that we've adjusted scoring league-wide a bit, sharply reducing the number of 100+ point scorers. 10th place on the scoring leaderboard in S82 had 125 points. 1st place in S83 had 122. I think we had multiple teams between S80-S82 with 5-6+ 100 point scorers, which is absolutely insane to think about. Goalies played absolutely horrendously and were generally non-factors for a lot of that time period. We had a goalie win the Slobo and two goalies be considered for the Kanou. It's really helped out those users who willingly create in the most difficult position to play long-term.
The biggest negative to me is that absolute ineffectiveness of players in the VHLM, and generally players under like 300 TPE. The actual STHS attributes for those M players look absolutely disgusting, in the 40's and 50's. It's very difficult to get a distinction between PA/SC without about 30-40+ TPE.
That does lead to another positive in that people shouldn't be as comfortable sticking around in the VHLM for longer than they should be. With a lower cap, we had people moving out of the M faster anyways, but with builds being so "bad," it's also sort of contributed to people not choosing to cap out at 200 and stick around in the M anymore. Obviously the people who want to stay just for fun will continue to stay down, but your player is just ineffective without more TPE. You can't really build into what you want to be until 300-350 TPE.
Final negative for now since this has been a lot, but probably just general confusion about the attributes and seeing progress in your player. A lot of upgrades do not lead to a direct STHS attribute increase and that's definitely frustrating. Some say that it makes TPE worth less, but I feel like it makes TPE even more valuable. The more favorable ratio in the old system obviously makes it more satisfying to upgrade, but it simply made the STHS attributes absolutely ineffective. We fucked with our engine by pumping players full of 99 overall attributes into it, but now we rarely see players with STHS attributes over like 93-94 without significant input. So it's a bit of a negative and a positive as well, users feel like it's a lot more frustrating to be upgrading stuff, but it works a lot better with our engine.