There've been quite a few concerns regarding how the new special once-per-short-rest weapon moves introduced with Patch 6 basically turn everybody into a Battlemaster Fighter, and I do agree that there is definitely some balancing to be done there (like how the polearm knockdown is tactically identical to the trip attack maneuver).
However, if there's one thing that 5e has absolutely destroyed in comparison to 3/3.5e, it's weapon identity. Weapons used to have different critical threat ranges and critical modifiers subtly contributing to how they performed in combat and how well they worked with certain feats and weapon properties - like swords having a lower critical multiplier than axes but being twice as likely to score a critical hit in the first place, which would stack nicely with the Keen property / Keen Edge spell. Daggers were not just inferior shortswords but the off-hand option for halflings and gnomes for whom medium weapons were considered two-handed, so they'd need to wield a small and a tiny / two tiny weapons to minimize the dual-wielding penalties. And, of course, the entire exotic weapon class is missing from 5e entirely, which was kinda the reason the Fighter class had a real advantage with all the extra combat feats they could spend to learn and maximize the efficiency of such weapons.
Larian, in my opinion, have found a brilliant way to circumvent the limitations of the system while still staying within the ruleset by adding the new attacks. There's now actually a freaking reason to prefer one weapon over another apart from raw bonuses and aesthetics. If anything, it'd be neat to see even more moves added to further differentiate the arsenal - and if the feats that contribute to using a specific class of weapons make it into the game (like Polearm Master), then fighters will, in fact, have quite a lot to think about with their gear and actions.