The Controls are perfectly fine once you've adapted to them IMO.
As for headmovement, it's the distance of slips vs the control of 360* headmovement.
Example, McGregor v Alvarez, a nice and easy one, before McG lands that 4 punch combo, he twitch slips at Alvarez jab (or cross, can't recall) by moving his head back, maybe an inch, maybe 2, just to make Alvarez overextended, then Bap.
Emulate this in UFC 3 and Connor swings back 6 inches no matter what.
That's partially where my issue lies, there is no range control on slips, there are no short/long slips really, there are short/long lunges, but essentially a fighter can only sway in 4 directions and can only do so at full extension.
This is why I kinda think full control would be better, as we have total range control on our slips, I have several moments in the beta where I'd slip punch A and be caught by punch B resetting from a slip or as I throw my counter as I've slipped the punch early in the animation and then kept slipping when I should be reactively countering.
I'd happy take a compromise of say, short/long slips, or full control as a secondary option, but I do get you guys have a new system and total control may not work. I don't think total control is utterly required, but I do think we need more control with what we have,
I'll openly admit I perhaps need to play the full game before cementing my position. Absolutely, but I felt the need for more control over head movement in the beta personally.
Edit: Cain vs Big Nog is another example, Cain is constantly moving his head left-right and right left, but only by a few inches, just in way that makes him hard to lock down and get a bead on, then when Nog does come in, Quick, short slip, 3 punch combo and my heart broke. But that's the type of slipping I believe is missing, short, controlled slips.