Don't get me wrong. These speeds are extremely fun. But it's definitely changing gameplay on a fundamental level. Example, at 9:00 we see an ubluntu spiral. But because distance means a lot less per time (due to high speeds) I am able to pace his spiral and stick on it from the side, almost completely nullifying the shock factor of the maneuver's profile. Were I not busy admiring the geometry, I even would have been able to land a few shots.
I think that the turn rate and the strafe speed contribute to this as well. I'm not sure what to make of it, though I don't necessarily think it's bad... Just different.
I often found that throwing my speed down would trip people up, especially with the turn rate normalization and the strafe increase. I could pull tighter circles than my pursuers and they had no idea where I went. First example of this at about 10:40.
Though more important than that, after reviewing the video, the largest obstacle in current gameplay would be health.
The 250 is a little high, but has not nearly as big of an impact as the regeneration aspect.
If I had to think of a way that could accommodate both new and veteran players, I would say keep medium sized health pools, but limit the regenerative capacity. For example, if your regeneration hit a cap of 125% of your lowest health value that life.
Starting the game with 200 health, if you take 60 damage bringing you down to 140, you will only be able to regenerate to a max of 175 (125% of 140). If you then take 20 damage bringing you down to 150, you regenerate back up to 175 (as you haven't dipped lower than the lowest value). If you're then brought down to 10 health, you can only regenerate back up to 12.5!
This gives newer players access to regeneration, while making it so that vets will eventually take enough attrition to die.
And kind of simulates a shield generator taking damage as the main hull takes damage.