There’s a lot to be happy about here, reduced headbox and improvements to the weapon are very welcome.
I’m a bit worried about the turret, to be honest. Not freaked out, just concerned. 10 seconds is a long time to go without a turret if it is destroyed… and at 250 health it is going to go down just that bit faster… and without Molten Core (whose primary function IMO is to guarantee the survival of a turret at any time from anywhere on the map)… it is going to be more important to babysit the turret (both with shielding and with Torb repair).
The turret is losing a big chunk of its independence, in other words.
Torb will now have three options broadly speaking:
#1 Babysit that sucker
Keep it shielded and keep your hammer on it (or at least nearby) at all times. Yay, now we all get to play like newb Torbs.
#2 Watch its health like a hawk so that you can Interact/Destroy it before incurring the 10 second cooldown. This is the best option probably, the most skilled option, but also the riskiest. The distraction of having to worry about losing a turret so much more will have a detriment on your focus on the fight. Less so for super-skilled players, but it’s definitely an attention cost.
#3 Let it go. Take the 10 second gaps as they come, and just hope that you can find a place to both a) be contributing to the fight with Torb and b) be in a place where a new turret placement would be beneficial at the 10 second mark. Of course this juggling act is something Torb mains are comfortable with, but the new changes will make this much harder… maybe that’s good as it will better separate good Torbs from mediocre Torbs.
Or maybe #3 will balance out. You might need to leave the center of the fight earlier in order to place a (good) turret (as opposed to a throwaway), but you will be coming back to the fight much more quickly since you won’t have to hammer it up to L2.
TL;DR Torb himself is more powerful, turret requires EITHER more babysitting OR quite a bit more gamesense.