I would say that Refess got 2 great level 3's, Trick Shield knight and Holy Weapon Priestess. Trick shield knight's numbers are just right to give him deceptively great survivability on average, while unlike Folrart Shield Knight, he can attack (but NEVER use his special ability... unless he's going to die anyway). The priestess has range, shield breaker, and free targeted healing. She's the queen of second row survivability. Also, with free healing and more healing powers, Wisps finally become as useful as the other spirits. I asked some of the Japanese players to makes some good Refess decks, and 3 of 4 of them had all three of those cards in them. I also like Shrine Priestess because she's faster than the other starting cards (except Haste Soldier, who's the only one she can survive), so she'll actually get to use that DF. It remains to be seen if she can be the new opening move, but I think the biggest thing that hurt Refess in set one was average AGI. Over time, things like damage and DF average out, but for Refess in set one, AGI never did.
One thing about Recovery Powder, I think it's the best of all the SP boosting spells, because it can really be a lifesaver. The other ones (one round, one target buffs) are kind of weak. Setting off 2 recovery powders in the first half of the game will increase survivability and build SP.

: I think got some help, but I do agree with some others line of thought, that being that it's time Will-O-Wisp (We currently have Will-o-the-Wisp) got put back into the game. The one sphere that is supposed to be all about SP generation and High HP seems to be lacking in those areas. I noticed this with EX too, Refess has lvl 2 cards that have more hp then many other spheres, but their level 3's often have less then other level threes. I do wish some form of standard was used for the cards.
: I think Lawtia pulled out very well, and the ability to make good files that do not rely on infinite night are here now.
: While no real massive boosts that I can see right off, the diversity and annoying "rush" Gowen is well known for sure has not faltered in the least. Even have seen some Iczers allow several of their units to die at once while using the new dryad to up sphere level, and drop a the Dragon Emperor, which out of the lvl9s, i say has the best open ability (-50HP from all units), given that by the time he comes out, your field is probably empty.
: I'm having to hold my thoughts on this one. Given the type of sphere (control based), it is a bit too early to tell how well Falkow made out just yet. I'm sure many Falkow players, including me will be testing various combinations for quite some time to come. However, one difference I have noticed so far is late game control for Falkow is much, much harder. With all the ways to generate Sphere levels, and even SP (though i dont think any of them are that great for any sphere, they should all be 2sp or less IMO) there are going to be quite a number of cards Falkow can no longer get rid of. Bouncing is now going to be a lot harder to set up, and will likely require cards that are not in the starter of the first set. And just to say, no, Falkow didn't get any new bounce.