"Few hours" aren't that much
Few hours at one collective point. Since after it went from tjw to mgdev I've probably put close to 300 hours into what they're calling "1.2". I've put about 30 hours in since gpp was released but normally it's in half hour segments.
Humans
1) You can attach dodge and sprint using options menu (I have dodge under shift and toggable sprint under x and I heard Norf has same setup
)
I'll try that out next time I'm on, I know my sprints were working fine last time I played, but that was over a week ago. I hadn't changed anything either to my knowledge
2) As I agree with the flamer (and I really don't think that "ff will balance it") I don't really think that pulse is that powerful, I enjoy using it at humans and rarely have troubles with killing them as aliens. Could shoot slower, though.
Idk, I has having trouble ranting pulses and while I may not be the best player in game, I'm definitely not a noob.
4) These were bugs that are now fixed. You abused them (like many including me) and now you suffer, your fault. And adding ablility to discharge luci wouldn't be smart as many people consider it as overpowered
Be it originally a bug or not, it was a key element of the game that all of the regulars accepted and used for over 3 years.
5) Learn to build 
Even if you build pretty damn good, these rets are worse than 1.1 rets, you can't deny it. I could wait for a door to open, go in, go around the rets and get 2-3 of them before they started locking on and killing me with a goon. When they were right in front of the door while it slowly opened and they just looked at me like a retarded for year old while making their little charge up sound.
Aliens
1) Why would you use it since you have barricades?
I've explained this probably 100 times.
1- it's free
2- it's a reward for s3
3- it has a longer blocking range(but lower height wise) than barricade, which makes great for blocking off entrances.
4- when a lone human rushes into base and I'm an s1 granger, nothing beats being able to hide in the barricade while a dretch works on the human. It's saved me literally over 1,000 deaths as a granger since I started playing this game.
5- it's free
2) I actually find trample useful in close quarters, as humans can't dodge it.
I'm talking about the metro station map. There is so many pretrusions on the wall that your trample gets interrupted and you keep missing the humans by getting caught on corners. In a narrow way yeah it's useful because they can't dodge, but rant can turn pretty fast so even in an open space it's hard for them to dodge without wasting all their stanima which renders them virtually defenseless anyway.
3) I feel rant's regen actually quite faster than other classes (yes in relative dimension not just faster)
Rant regen isn't too bad, but what about pre-s3? Also I find adv goon more effective for base killing, it really is hard, especially with maps where humans are behind closed doors, to solely down a base with a rant or two in a 6v6, whereas adv goons can work on rets 1 barb at a time just like before.
4) It moves different, not worse than in 1.1
Disagreed, mara's movement is what made it so good in 1.1 if you could use it right. I think mara belongs as one of those, steep learning curve but when you learn it it's more effective than goon class.
5) I agree it's overpowered, but only in base rushes, 2 maras can really be deadly for rets. Yet slash is primary mara's attack for me, I use zap only against nakeds and low hp humans running away.
I found if I got a full zap soloed on one person for maximum zap length it was way more effect than slashing, especially since slashing requires you to be right there very close aimed at them where zap gives you a little more mobility both in your area of view and position.