well, here's my thoughts on the changes I've seen so far:
Verlaat: I agree, he was kinda overpowered for what he did, and the taking 5atk and 5 df away from his start makes his buffs a little more manageble for the opponent. He's still got his perma 10 DF open. I feel the main change is to his action skill. It'd be much harder to pull off now that it doesn't use his atk, and while Mid Ref can get a decent number of units on the field, it's not so much a 1 hit kill to anything anymore. If you disrupt the field early, it's now much harder to snowball with Verlaat. Overall, I think this was a good nerf and he's still viable.
Miffy: Yeah, I run Mid Ref commonly, and her action skill is not something I use often. I pretty much only used it for the heal though, so now that it's diminished a little, it might be a little harder to use. But overall, I think this nerf will be hardly noticed. But I can see why they haven't done much with her. Her whole point is her free SP generation, and if you take that away or nerf that aspect of her she's going to be a completely differnt unit, and nerfing her health (which I imagine a lot of people would like to see) could make her far too frail for a lvl 4 with agi 1.
Augmented Doll: I like the nerf to her close, limiting it to a flat 40 dmg, because she was really dangerous combined with OD. Still, the -10 Max HP was a bit out of nowhere. I can understand 30HP on Mobility, because she's a rng 2 unit, but Augmented is still limited to the front line. Maybe because of her close she gives the impression she's designed to die quickly, but because she's on 4 agi, there's a good chance it won't even work, unless you activate with a grim (such as OD).
Long story short, like the flat 40 dmg, but not too keen on the 30 HP.
Jewel: An interesting nerf to it's close, and yes I can see how it removes the Mediator combo (just a little disapointed I didn't get to try that before the combo was nerfed

) I've used Jewel previously, and I can see that some uses will still be the same. It's a little more restricting with the SP=0 effect, but you'll still have at least 4 SP on your next turn, likely with 4 or higher sphere lvls, which can get you your big unit out fast. Good nerf in my opinion.
Haven't seen much of the new starters, or which of the 1* and 2* cards that have changed. Though from what I have seen:
Bear Killing Axeman: Dual axe-wielder, you might be on your way out. 50 Atk and 70 HP on rankup is pretty significant, and adding his trait to heal 15 on a kill makes him a formiddible opponent early game, and there's a lot of lvl 3's he can one shot, and a number of higher lvl units he could take out with a 100 dmg charge.
You really can't make those bear Killing Axeman jokes anymore. He is certainly a bit of a brute now.
Efreet: half a fire arrow on open is already pretty significant, even if you have to spend the extra SP to do it. I'm a little iffy about the 1SP auto, that could be a drain, and vs any field DF (such as almost any Refess file) the damage could be halved or nullified completely, and you're 1 SP down for it. His Action though looks brutal. 20 Dmg per Gowen lvl will likely deal at least 100 damage, as you would've had at least lvl 5 to play him. Efreet looks highly SP intensive, so he's definately a late-game unit, but if you've got the SP he's going to be brutal, both against single targets and against a field of squishies.
I don't know what other changes there are so far. I remember hearing that some of the units that didn't have any SS would be getting them, but I don't think I've seen any changes in that department yet.