Then the negatives:
Shove is still a Bonus Action and has a ridiculous distance.

Now you can Shove/Frenzy Throw AND Throw the same target into lava or a pit on the same turn. If you fail that one hit kill attack, hey just try again! (I'm sick of this OP stuff that ruins combat).
Throwing goblins is cool but it seems more powerful than weapon attacks. A single throw did 8 points of damage to the goblin thrown AND the target for a total of 16 AND got rid of the one that was attacking the character. Larian throwing all balance in the wind again in favour of spamming the latest gimmick. It's really cool to be able to do that, and it's
really lame at the same time for being OP and making normal weapon attacks redundant. They should contain their excitement and try to make things more balanced.
Agree. It seems that if you can throw enemy, it is simply a better option then hiting them with weapon. The only hope is that there will be a major balance patch before 1.0, though looking at D:OS games tactical depth isn't Larian's priority. I suppose they follow AAA design philosophy where "cool thing happens if you press this button" is far more valued, then a system with depth and mastery potential.
Some goblin throw had a 95% chance of success, some had a lower chance of success. Not sure how it works. 95% seems a lot more accurate than actual weapons.
Lae'zel can grab an imp with 95% chance and smash it into another with a 95% chance, killing both. Improvised Weapons shouldn't be better than actual weapons. Maybe you can Dip a goblin into a candle before attacking so both take 1d4 more fire damage.
Larian's implementation grants you two actions in one - both the grab and the throw or attack.
The UI is still messy I think. Everything is now on the same hotbar and you have to keep sorting it to find actions. I was having difficulties finding Jump now because I needed to filter "Bonus Actions" while exploring. I don't understand why they can't have permanent buttons for basic actions.