Skills changes are generally bad, for example ECM now totally useless, this 10% is not worth the point =\
Well, at least fixes are good.
I dunno about the ECM change being that useless. It's a 20% final calculation swing. Or in other words, if the enemy has it and you don't, it's -10% to you, and if you have it and the enemy doesn't it's -10% to them. As a final multiplier, on say, ITU capital ships, that's the difference of being 144% range vs 160% (1440 range vs 1600 range on a TPCs for example) or 160% vs 144%.
Non-elite Gunnery implants range bonus is +15% range (plus some other nice perks, but it's for a single ship, not an entire fleet). At the capital scale at least, having ECM advantage versus not having it is like twice the base range value of gunnery implants. So having that 10% ECM edge still strikes me as worth it compared to losing to that edge.
The old ECM was either must have, or must have a way of dealing with it (speed, ECCM, etc). It turned ITU capitals (160*0.8=128) into less range than DTU cruisers (135). Which traditionally equals kiting to death without a way to shoot back.