hi i am going to throw in my two cents here I guess, mostly just a smattering of thoughts after last night's games:
The changes made to the map have definitely made skybridges a lot less powerful: I managed to win at least one game (idr about the first) by doing a lower bridge off to the side and sneaking into the planet undetected, because the opposition was largely concerned with the "main" rush. That said, the low bridges were pretty high-risk: they were pretty easy to counter. I died and had large parts of these bridges destroyed by a lone opponent several times, but ultimately won out through persistence. With this low-bridge strategy, the center planet definitely proved to be essential: it was where most of my resources were coming from, so being able to get onto it and stay alive was crucial to my gameplay, but not really anybody else's.
The fact is that, seemingly, the center planet isn't hugely significant once the adjacent nodes have been harvested or forsaken. It's just somewhere you might be lucky enough to land on if you get knocked off a bridge in combat. The diamond inside is, as always a pretty poor motivator, and the iron is mostly secondary too, since there's an iron node right next to it. For the most part, the center seems to get passed over, since by the time anybody's there, their bridges have probably moved up a few blocks above it because of coal node placement or a desire for an ability to gain the height advantage if needed.
The coal node is a nice improvement: it's legitimately difficult to get to it, harvest coal, and make torches before night sets in, and I like that. IT definitely succeeds in encouraging defensive playing. The other nodes, though, I'm skeptical of. In one game, my team lost its QOL node to a very lucky grumbler, and it wasn't a huge loss, despite the opposing team getting theirs. The inaccessibility of the QOL node sorta seems to place it in an awkward position: it's not easy to get to at all, being so far out and so far down. As a result, it's not accessible until towards the middle of the game, at which point both teams are either similarly advantaged, or one is sorely disadvantaged. QOL is such a deviation from what is by that point a full-force offense that there's no real need or drive for it: it's just kinda there. Any team that might strongly benefit from capturing their QOL node is probably terribly disadvantaged anyway, and has bigger problems, like the opposition bearing down on them at full force.
The defense node doesn't seem to be terribly advantageous, its biggest contribution being iron doors, which can be pretty hit-or-miss. After all, if you get any iron from the center planet or second node, you've got enough iron for a door anyway, since, really, beyond a bucket and iron picks for mommy, what's iron useful for? Experimentation may provide a legitimate use for netherbrick fences and iron bars, but atm their primary purpose seems to be towering out of the node they're found in.
The second node is moderately useful, since having the birch/extra cobble/stone brick provides more bridge building material to put in chests back home, and saves the mother a bit of time, for sure. Still, I don't know if losing these nodes would be a huge disadvantage, really. They're a nice plus, but not game-changing: I don't know if this is good or bad, but I'm leaning towards good.
To sum up: the changes made seem to have an overall positive effect in balancing gameplay, reducing the broken-ness of skybridges and making middling and lower bridges strategically valid.