In my opinion, practically everything within that errata short of the scenarios, the brief summoning ruling and some of the army-building guidelines is no good.
Disallowing shooting during combat is, to me, one of the worst things that it does. It's as though whoever wrote this simply forgot to playtest Wood Elves. Sure, it makes no sense to shoot into combat... but are shooting units that powerful right now? I can tell you: they aren't. Across the board, they are nowhere near the capability of dedicated melee units, even when they go all-out. For most shooting units, we're talking about less than one wound per turn per model, before saves. Many lack Rend. Monsters suffer still from being lone targets, and their shooting in my experience, is only very powerful when fielded en masse (Sunfire Throwers being an exception that should probably get nerfed). By the time melee makes it to their territory, they're useless due to these provisions.
In that manner, they will get maybe two turns of effectiveness in the entire game, where melee units will be seeing 4+ turns (as they do now). Did shooting units need to get powered down? Waywatchers, some of the best shooters in 8th, aren't even anywhere near as strong as they used to be. Crossbowmen might be the best infantry shooting, and even they are not game-breaking. Artillery still carries some weight but, again, shooting is there to support combined arms tactics. And for the most part, artillery crew (wimpy and sparse) can be targeted. Actually, that's the other thing:
By eliminating a player's ability to choose which models take wounds during combat, formations have just become incredibly weak. For all of the complaining over, "AoS is just about charging to the middle of the board with superstrong stuff and killing everything! No tactics!," formations were one of only a few ways to limit the power of meatgrinder units, and would also force your opponent think twice about charging with everything.
Being able to pull models off of the back of formations made it so that you *can* tarpit those insanely powerful units by pacing the number of their models that get into combat. In that way, inferior units *can* beat superior ones if you execute good plans. I don't see how that ruling adds a LICK of balance to this game. It makes powerful melee units even more powerful, even to the level of point-and-click. There is no longer any drawback for charging with them as soon as possible.
Peeling units from the front of combats (closest-to-closest) will only lead to superior units getting the surround every single time (looking at you, Temple Guard), with no extra thought on the part of their owning player. It makes the game extremely min-maxy.
While deciding which units should fight first was a very, very important part of combat for sure, this ruling makes it the *only* part of combat:
The enemy moves in, punches a hole in your formation, you fall out of 1" coherency, you need to retain that 1" coherency per rules, your units move into a single-file line to re-establish it.
What do you do in return? Punch a hole in their line, they fall out of 1" coherency, they move back in to retain it, and their movements are forced into a single-file line. Boy is that exciting. Wow, such deep play. Thank you, guy from GW. That is going to happen in every single combat, because it has to by these rules. The game loses so much with that ruling alone.
Being completely unable to target characters unless they're the closest model to the shooting unit, the Command Ability limitations & the Look Out Sir rulings are perhaps the most misguided of all of these. Since release, I recognized that characters had changed, and their roles had changed. Characters are extremely vulnerable now, but offer dynamic support options. With that in mind, I think these command abilities (and maybe some are an exception) should be powerful.
To limit Command Abilities, disallow the targeting of characters, to add a Look Out Sir which buffs characters is the most damning of all of his: these rulings are simply relics from 8th edition, aside from the bizarre combat resolution that they've implemented.
You know the counter to the Slann/Chakax combo in the normal rules? You cripple or kill Chakax outright, or you separate him from the Slann.
Good luck reliably doing that when your shots need to get past a Look Out Sir... if you can even target him, which no sensible player will allow because they'll have put one model from the unit between him and his attackers. Plus, you can't shoot into the combat that he inevitably makes it to, and the combat is one that will see him surrounded by TG killing everything that gets close because, herka-derpa, you're forced to peel models off the front of combat with these rules and you can't even make a formation to slow down their pile-in. This looks like Herohammer but, really, it takes the spirit of the game out to such an extent that it should be called Zerohammer.
I'm sorry, but this FAQ is absurd. I'll wait for something official. For all of the bogus flak that this game has caught for just being "a pile-in with a lot of dice rolls," that's exactly what this FAQ makes it. There were so many ways to implement avoidance in the standard rules. The game's been out for one week, and people are already mutilating it. Ugh.
I guess now I know how the die-hard 8thers feel.