1. SP tables. They completely nerfed leveling, which was obviously not the intent of the designers. The original team designed the game so that while you had flexibility, it would take eons to reach 50 on many classes; that's no longer the case, and everyone can get 50 in everything to make gameplay completely undifferentiated! All this took was a find/replace on the SP tables.
2. Ward search. They made the wards pretty much useless, which was obviously not the intent of the original designers who painstakingly crafted the (albeit misguided) wards. The new team simply added a cheap search interface and rendered them obsolete, or at least turned them into a half-assed AH.
3. Threat icons. The original team obviously did not want this, but B team said "Hey, the players demand it!" and threw an ugly icon out there for the facerollers.
4. Quest-giver icons. Again, the original team wanted an immersive environment you had to explore - the B team threw on cheap (albeit somewhat tasteful) quest-giver icons.
5. Repairs. While they haven't really been nerfed much yet, expect a lot more nerfing. Is it a bad idea to make the damage system less painful? No. But obviously Team A put a lot of time into this (annoying) gameplay mechanic to boost the need to practice crafting and push player cooperation. Team B will, inevitably, nerf it more and more, without replacing it with an equally important mechanic.
6. Mob size. As I stated before, Team A obviously wanted realistically sized beasts for lowbies, which will progressively get larger as your player progresses. Team B says "we don't have time to create new models!" and just makes the existing monsters larger.
Love them or hate them, the original developers did all the hard work in this game. They made some questionable design choices, and had serious project management issues that led to an underdeveloped game at launch, but is that really surprising? All ground-breaking games get delayed. It's inevitable. It was a stupid corporate decision to push this game out the door half-baked, the original developers took the heat for that, and now this new team's goal is to turn it into a popular title without really doing any hard development work. They're *obviously* following the WoW model of "If you can get them to level past 20, they'll subscribe for longer." Almost ALL of the big changes have been for lowbies (including these new quests). There's nothing wrong with that, but it's creating this half-caste hybrid of a clustercluck that doesn't seem to know what it wants to be.
'Team A' as you so lovingly called them produced a game with little to no vision, balance and structure. It doesn't matter at all whether what they did was 'loving' or not because they've spent the last 5 years with their heads in the sand producing the game no one wanted. 'Team B' is not only working on new content, but picking up the pieces and trying to construct an MMO that isn't going to die within the next 6 months.
Does that mean that they don't have the time to 'lovingly' construct a new economic system for the game yet and have to settle for adjusting the ****** wards into a semi-AH system? Perhaps. Does that mean they don't have time to create new models for the stupid rodent mobs that were barely noticable, so had to enlarge them? Again, this is likely the case.
Once you're level 50 on everything I'd gladly accept that criticism, but that doesn't look to be the case. In fact I'd say you're no where near 50 because if you were, you'd know that people complain about a lack of customisation because all the different classes take the same set of abilities.
Furthermore, quality of life controls =/= 'faceroller' implementation. The vast majority of games now include something to show monster aggression, and just because you were raised on an unloving diet of FFXI dev, doesn't mean those kind of inconveniences are what most people enjoy. If one squirrel is going to sit and stare at me and another down the road is going to rip my face off, i'd like to know about it and I don't think that makes me a 'faceroller'.
Your godly 'team A' actually designed this game to appeal to casual players as much as hardcore players, so I'd get used to the evil 'facerollers' ruining your game with miniscule UI additions despite the fact that floating names don't kill the immersion to begin with.