Net gain... and I don't think it is even close.
Over two decades, one of the most common difficulties I have seen for new players is figuring out how much damage a spell did or cured. Now that number is stated out loud as part of the incantation. This should minimize confusion for new players significantly, and help older players (I still pause and count up through the damage spells when hit by lightning storm or ice storm).
The spell incantations are also the easiest they have ever been, by a far margin.
The complete nonsense of Nausea, Feeblemind, Laugh, and Vertigo being four separate, but similar effects is gone (Halleluah!).
Read & Write is gone as a skill that does nothing but make people screw up roleplay when they forget they don't have it.
These were all parts of the game that affected large swaths of players, which means that the simplification of these things has a massive effect.
Comparatively, the new corner case rules that exist affect a much smaller population of players. Evade is a skill that pretty much only rogues and part-rogues take, and those tend to be the least popular classes in the game. Stun Limb, Shatter, and Disarm are some of the rarer skills in the game, despite the plethora of fighters in the game. The arithmetic cost increase is an increase in complexity (though, this isn't the first time that this has been true for these two skills... really old people know what I am talking about), but that complexity isn't during game, making it much easier to deal with.
Overall, even if the total number of rules items that got simpler is lower than those that got more complex (and I'd say that seriously depends on how you count), the effect of the simplifications massively outweighs the effect of any increase in complexity.
-MS