Oh man, I'm excited, I don't usually get a chance to talk about why I still enjoy Gigantic (I burn out on almost every game I play within a week, so me still enjoying it actually kind of crazy), so here comes a big fun wall of text!
I'm not a designer and I generally don't get involved in the game design discussions at motiga - I have my opinions, but I prefer to focus on my job, and I trust the designers to do their job. And I think I have to say this is my personal opinion and not Motiga's? Maybe? Well that's what it is, anyway.
I've worked on gigantic for over four years, and I've seen it change a lot more than you can probably guess. It used to be a *very* different game; for example, there didn't used to be two guardians, and there wasn't anything like a "push". The fundamental mechanics and control style of the game were entirely different. (there's about a jillion other big evolutions, but that's for another post in the future maybe)
Gigantic has evolved so much in my time, I guess the changes flkraven mentioned just don't seem that important to me. I'm not saying he doesn't have any good points, and I agree with some of them... I just don't think any of them hurt the core of what makes gigantic fun: The combat, and the strategy of fighting over which team gets the next push.
For me, that's what makes me love playing Gigantic, it just *feels* great to play. Sure, there's plenty to say about whether or not it was better to prevent summoning during the clash, or restricting it to your team's side of the map... but those elements aren't even close to the reasons I enjoy the game, they're secondary or tertiary details. Not irrelevant for sure, but not remotely game-breaking.
I wasn't all like "awww yeah I just love that you can summon so far away, I could do that shit all night" I was more like "damn that was a great fight!" or "holy shit I can't believe we got that push!".
And yeah, I do miss some things that were changed. I think everyone has some opinions like that about any game they've seen evolve (*cough* dota2), and I think that stuff is relevant and interesting to talk about. There are definitely a couple things I might have done differently if they asked my permission. But by and large, I think the changes have all been for the better, and have taken the rough (interesting and complex for sure, but very rough) gameplay of 18 months ago and honed it down to the essence of what makes Gigantic fun. I think the strategy of summons and pushes is strong, and I think the combat is fluid and intense.
Sorry if my pseudo-philosophical broad-strokes approach to this seems kinda bland and unspecific... but as a gamer, and someone who has watched Gigantic evolve for four years, that's how I see it.
I hope you can give it another chance flkraven, and try to give it a fresh look. It may not be the awesome thing it used to be, but IMO it's just morphed into a slightly different awesome thing in that time. And keep in mind it's still in beta, and there will definitely still be changes.
(seriously though, come on dude, that new UI is about a hundred billion times better than the old one, which was literally like fifteen different hacks slapped on top of eachother one at a time as we changed and added gameplay elements)