The short of it is that it tries to put diminishing returns on everything that can possibly stack and also stop PvPers from doing the old gank and run (or hold and gank) that happens. I find the idea of a diminishing returns on healing to be a very interesting idea.
CoH/V's current PvP population appears to be up in arms over the proposed changes. Now, the fun thing is that I13 has to come out by November 30 at the latest in order to go out this year... and it will be going out. I wonder how well such changes to the PvP system will go if testing indicates some problems that need more time to refine.
That thread is mostly the tiny group of 'high end PvPers' bemoaning the changes. Never mind that they're the same group that's largely responsible for the empty PvP zones. Well, them and the game mechanics that don't translate well to PvP. I'm looking forward to seeing if the changes will make CoX PvP more fun.
I'm curious, as the plan for suppression with and increase in melee range to 7' (yah for it on pve too!--just the increase in range is going to pve), means stalker sneaks up an AS you, then since you can't leap away like a frog on crack, he has time and range now for another follow up attack. Problem is stalkers were doing great before this buff. I just wish they would add some more things to make the stalker more pve friendly (like actually giving them some endurace regen in willpower, or dark armor, or regen powersets).
* Each AT now recieves a bonus resist buff while in PVP, in order to set each AT closer in overall survivability. This resist primarily reduces up the gap in hitpoints between lower hitpoint AT's and higher hitpoint AT's
Which should help take the edge off those Assassin Strikes.