I don't think we'll have a clear idea as to how all these changes interact with each other until we can get in and play it. They've made many that will overlap and have multiplicative effects. My bet is we'll see a scaling back of many of these buffs, as they're not overboard independently, but together they could make the game far too easy... we'll see.
I don't know if anyone spotted these changes to Act I?
Sarkoth has had his loot quality and health adjusted slightly
Quill Fiends in the Dank Cellar will now drop less additional gold (but will still drop more than other Quill Fiends) and should now properly turn hostile when confronted by a player
Reduced the chance of a skeletal Rare pack to spawn in the Cemetery of the Forsaken from 50% to 20%
These are areas where players that have just hit inferno can easily grind, it's a shame they nerfed them! I get the feeling these are areas that bots target and instead of dealing with the bots they just nerf the area to make it less attractive. Another example of this is that dungeon in Gardens of Hope, Act IV that now doesn't drop any loot.
Yeah, they nerfed Sarkoth and the cemetery boss spawn because of botters. But now, botters will go back to smashing urns (they un-nerfed those, IIRC).
I can sympathize with folks who think Inferno is being made too easy... to an extent. It's been way too time consuming to find the gear needed to make progress w/o turning to the AH. You can only farm A1 for so long before the drops become overwhelmingly non-helpful, and at that point, you're still undergeared for A2.