If you would have asked me a couple days after the patch, I would have unequivocally said "Yes, I like the rework". But ask me now I have to say the opposite. I understand why the change was done for PvE, but from a PvP perspective, it just made some problems worse and created some new ones.
First, you have the shatter build. Phantasms are summoned as fast as you can. Since they might just walk around mindlessly for 5 seconds or suffer from any other arbitrary bug of your choice, it feels like you are working with a random-duration countdown timer. You pray to RNGesus that they might one day turn into clones but you don't count on it, especially since it is likely they will just die to AoE before that anyway. It's ok though, with Shatter Mirage you don't really have to care about phantasm management anyway. A basic MB + Daze mantra + Jaunt + Mind Wrack combo gives you a 3 clone shatter right on target anyway.
Second, you have the new phantasm builds and variations thereof. I'm speaking of the SS / Staff builds. Similar to the shatter build, this build's phantasm/clone management revolves around spamming out your phantasms as quickly as possible, periodically shattering just to clear your illusion limit. Don't keep track of your phantasms or make sure they hit their skills or anything, they are too slow and inconsistent to do anything interesting with anyway; better to just spam them out and then go on with your regular attacks/kiting. The phantasm attacks intermingled with the shatters will provide such a constant stream of damage that you can't and don't have to do any interesting combos with it, and your opponents can't dodge or do any interesting counters. It's basically just as uninteresting as the phantasm builds of vanilla gw2, but this time they are actually viable. It's kind of a Spirit Ranger situation in my mind.
The rework just promotes a spammy fire-and-forget playstyle where you spam out phantasms, then ignore them and play your build like normal while the phantasms "tick in the background". Phantasms can sometimes remain for way longer than intended if the enemy stealths / moves away / goes into LOS, so that the AI can't complete its attack. This results in a build-up of phantasms which can quickly get very overwhelming and unfun to fight against, and that's not even mentioning Chronophantasma.
Sorry for the rant-y post. Would love to hear feedback, esp if you play Shatter. If you really stop and think about it and compare playstyle to before patch, what are your feelings about the effects of the rework on PvP?
Sidenote; Why not give phantasms a second skill activation so can / have to have to choose when to attack like every other summon/minion in the game?