For me it's a tradeoff between game mechanics and game setting.
The mechanics imho have been improved by the change. I'm not going to go into detail, but I think mechanically the different FTL methods added complexity, but of the annoying kind, and without offering actual strategic options.
But the setting has been narrowed. Before, it had hard science fiction (Gene Manipulation, Robots, Warp Travel), new agey stuff (Telepathy, Hyperlanes, the Shroud) and dystopian soft science fiction (Slave labor in space or keeping people as livestock/batteries).
Yes, I definitely put hyperlanes in the "science is magic" category. Just try imagining Star Trek or Star Wars with Stellaris style hyperlanes. I know Star Wars uses the same word, but it's just precalculated warp travel for them. On the other hand, if He-Man and the Masters of the Universe expanded their setting to include Space Fleets and they worked by jumping from one Solar system to an adjacent one, traversing that solar system from one end to another until they arrived on the other jump of point, and repeated that till they arrived at their destination, I wouldn't find it particular strange. But Star Trek? Nope.
From a setting point of view hyperlanes are new agey space magic. And having everyone use them narrows the setting.
I recognize the new rules as having their use for facilitating gameplay in a mechanical problem solving / strategizing kind of way, but for roleplaying they are atrocious.