1. Shortbow makes no sense
When you look at all other revenant's weapons, you can tell the intended playstyle for each of them, and how each skill contributes to that playstyle. Swords? Isolate a target, and then deal more damage to isolated targets. Staff? Disrupt your opponent while defending yourself. Hammer? Keep enemies at range to gain an advantage over them (you can even trick the AI to stay away from you with the leaping #3 skill). Mace (with axe)? Pull enemies towards you and bombard them conditions once they're close to each other.
So, what's the style behind shortbow? Which combos can you make with it? I can only see synergy between skill #4 and #5. You put a fire field and then knock them down to make sure they stay there burning. Everything else seems completely unrelated. If #4 and #5 are all about AoE, then why are other skills so focused on single-targetting, up to the point of being anti-AoE (sevenshot)? Why are there no skills that support seven shot? No leap backwards, nothing, except an AoE knockback that seems more fitting to the fire field instead. What does this weapons wants to be or to do, exactly?
2. All utilities skills sharing the same mechanic is a mistake in a profession that can't swap utility skills.
While it makes sense for other professions to get an entire set of new skills that share the same type, as you are not forced to use them all (for example, dragonhunters use a combination of traps and reflection walls/ blocking heals/ quickness shouts/ power signets, etc), the same is not true to Revenant. Being stuck to the same utility skills forces Anet to make them individually more distinct for the sake of... well, making them more enjoyable? And this does happens with other revenant's specs. Jalis has a road, flying hammers, stone transformation and CC chains in the same kit. Mallyx allows you to leap into dark fields, transform into a demon, or curse your opponents by touching them. This kind of diversity makes base Revenant fun. And while Herald uses the same upkeep mechanic for all of its skills, each one of them has a second, active skill with unique mechanics, so you can breath fire into a location, knockback foes with massive wings or revert damage done to you.
Here comes Renegade, and you can summon charr to fight at your side, buffing you and your team as long as you stay with them. Cool! Except it's not a single skill, but all of them. Every single one is about summoning a charr and putting yourself nearby them. No matter if you want to CC, or if you want to life steal, the gameplay is always the same. There's not even a single skill that, say, inverts this situation and allows to be you the one to protect the warband, considering how frail they are. There's no single skill that allows you to interact with the warband in other interesting and creative ways other than that single mechanic copy-pasted into 5 different skills. How boring and lazy does that feels to us, players? Seems like a sign that this elite spec was rushed.
3. F skills have no purpose.
And no synergy with each other. Two of them are random party buffs, and the other is an... AoE nuke... hmm... Why? Were they chosen at random?
If you look at other professions, F skills have unique themes and purpose. Guardian's ones represent their virtues, and gives them some passive power and interesting decision-making between sacrificing their own passive benefits for the good of the party or not. Mesmer's ones also offer an interesting decision between DPS or burst/ utility, and illusion shattering is a very strong thematic quality that gives personality to that profession. Ranger's F skills are all about the different ways they have to interact with their pets.
When you look at renegade's F skills, they don't seem to have any single purpose or any unified thematic quality at all. Why isn't F3 a shortbow skill? It looks like one. Maybe it was meant to be once once, and Anet changed it halfway during development? And if it is meant to be a warband skill (according to its description), why isn't it a kalla's skill then, instead of repeating the same summoning mechanic 5 times? And why is such a nuke skill coupled with... alacrity on F4? Really? Only F2 seems to tie with the spec (as it allows you to make an extra use of the stacks from your new passive), even though the effect itself is bland.
4. Interesting ideas in theory, bad gameplay execution.
Arrows that go through portals? Cool! But the only interesting thing that came out of it was an inverted cone skill in sevenshot. Why does the renegade have no portal mechanic like mesmers have? It would be fitting. Why is there no way to create your own portals and decide where arrows would hit? That would be creative and different. But nope. Outside of seven shot, the shortbow and its "cool-looking portal arrows!" concept is just a copy past of other professions' bow skillsets.
What about fighting alongside your warband? Cool! But other than summoning each one of them in the exact same way, with the exact same playstyle, there's nothing to it, as discussed above. No way to protect them. No way to interact with them in different ways. No way to order them to change behaviour, or to follow you, or anything like that.
5. The spec doesn't addresses the core issues of the base revenant.
In fact, it is completely unaware of them. Outside of offering a much needed ranged condition weapon to revenant, the designer behind this spec is or was completely oblivious to revenant's poor state of energy management in PvE in non-herald builds. Nothing was done to fix this, and in fact, it was only made worse with the new, pointless, overcosted F skills. Renegade has yet another "turn your upkeep skill, do 2-3 different attacks, then AA until your energy reaches 0. Swap legends and repeat" gameplay flow. There's no acknowledgment of this problem. There was no attempt to avoid it in the first place. Nothing.
Even if Anet buffs renegade's numbers, it will forever feel like a rushed spec that can only be fixed by a complete rework. And because we know Anet doesn't have the time or the budget to do a complete rework (or else we would have gotten something much better in its place, I bet), all we can do is hope that the next spec is actually given proper time and thought instead of being rushed through the door.