What I like:
Normally I don't like nerfs at all, but the nerfs to damage of the Guardian skills were a good thing, many of which were barely touched or missed during the Feb 25 patch.
Guardians, with heavy armor, great group support, and good healing/defenses were doing more damage At Range than squishy classes like ele in WvW group fights, which was not good. I am a bit surprised they also didn't hit Procession of Blades as well, but since that is a trap, I think it should/would have only gotten a minor nerf. I'm happy to see they didn't reduce any group-support ability of guardians, nor melee-ranged skills.
Revenant is the same thing except i'm surprised in the reduced CD of CoR. I'm glad to see the reduced damage in only a couple skills. Many Herald builds that are working great will still work great, but again a Revenant with higher health and strong armor will do less Ranged damage than before, bringing them more balanced with low health/light armor classes.
The necro nerf to the wells was a surprise for me, though I totally understand them (as someone who mains a necro) and think they are probably a good thing, to get more inline with the rest of the Feb25 changes, much like the Guard and Rev changes. It is light armor, but high (very high w/ shroud) health. Really I think necro overall is in a great spot balance-wise, and if anything maybe will see just a 5% nerf to Soul Spiral in WvW only, but I realllllly don't think that is all that necessary.
Not surprised to see nothing for mesmers since they got their self-shattering back, which I hate, but they love. I think the self shatter should do slightly less damage, but otherwise mesmers are great for many roles in the game.
Engineer nerf to Freeze and Poison Grenades are probably good simply because it brings them more inline with the Feb25th patch ideals. I don't know too much about engi but I'm glad their support skills were not touched at all; keep them relevant!
Warrior - I don't know too much about Warriors or how to play them honestly but the change to Winds of Disenchantment could be really interesting. I think it's a good thing...? It's also cool to see that now all warhorn skills, untraited, in PvE. I don't know how it worked previously in pvp and wvw though.
What I don't like:
Guardian: I still feel procession of blades should have gotten a slight nerf, but i'm okay with it as it is now, and it's definitely good to not touch too many skills at once. Maybe it is more necessary that I think it is for guards; I just know it does proportionately huge dps in wvw compared to most other skills, across many classes. I don't have a strong dislike for this.
Yes I main a thief as well, but it doesn't sway me from my thoughts on these changes (for instance, I actually don't even use shortbow). If anything, thief skills need to decrease initiative (for only a couple skills), and none need increases. Increasing it on infiltrator's arrow, esp by 2, is obsurd. If you are using it, you are also burning all your skills as it is, giving up attack/defense for mobility. now it's useless since you can't even use it multiple times, limiting its mobility and deleting Thief from pvp. Signet of Agility should not have been nerfed because that extra endurance is absolutely necessary to make some builds work; this is hurting builds that already were kitten and required taking it. These changes are just decreasing build diversity further from what had already been nerfed to them, which is a huge problem for thief. I also want to see rifle buffed in PvP to become somewhat viable there; the only reason it works reasonably well in wvw roaming is due to the extra food and 3sec reveal instead of 4. If either of those change, it will be dead there as well, so something in PvP needs to change to make it useable there.
Warrior: I liked Winds of Disenchant better how it was before, but I get how this is more inline with the Warrior theme. I do seriously question the huge CD reduction though.
Rev: I think All for One should keep its PvP 3sec Protection. 2sec has always seemed kind of pointless to me.
Ele: I would have liked to see a slight dps increase to a few Ele staff skills, such as Staff Air 1 (auto-attack) and Staff Fire 3 and Staff Earth 5. Potentially very small buffs to sword as well, but i'm not so sure on that yet. The Decrease in number of targets for shout skills in WvW is a blow. Scrappers and FB are way better team support, healing, etc, with Tempest behind them. Now they are way behind. If this is the meta for support than FB and Scrapper need to be revisited, but really I think Tempest support should be buffed and have their target numbers buffed back up. I've never played tempest, but having only 2 really good support builds kind of sucks. Tempest should actually be a little better at it due to having low health and light armor.
PvP: Removed Celestial Amulet!? I don't use it but still I feel like you are decreasing build diversity by doing that.
Overall I like them except what they did to Thief...and I don't even use SB. The nerfs to the over-performing ranged damage skills of Guardians and Revs will make other builds/classes more viable/meta/wanted/loved in WvW such as potentially staff ele and dps engi and mayyybe Staff thief, and others I'm forgetting.