OK, a little behind on my impressions reading, so I'll try to tackle a few things...
As it was explained to us at the community event, the team was worried about online ramifications. They didn't want to put kick-outs in until they're sure they can do it in such a way that it won't negatively impact the game offline & online. Kind of like broken sticks... don't do it until you can do it right.
Yeah, spin move is much more useful since it now changes your skating path. Before your guy more or less spun in a circle but continued skating without changing his direction.
The pin from a check was something added directly from the community event feedback. Good addition and while it doesn't completely address potential self-pinning issues, it is very useful... and a million times better than bouncing off of someone, eh?
We have to break our bad defensive habits. I'm in the same boat in needing to pokecheck less and focus on keeping gap control & proper positioning/angles... because now the AI will actually make you pay for it! I wish we had better control of sticks defensively, as I'd love to be able to get my stick in the way while skating with an attacker. The manual pokecheck is still a little clunky -- maybe it's user error? -- and I often end up doing an accidental check when I stop.
I love how AI attackers will come down the wing towards the corner (assuming you take away the middle of the ice) but now if you don't make a play on the in the corner, they'll drive to the net along the goal line. In 10 you could lay off them and protect the slot, but now they keep you honest. Beautiful!
It can be a subtle effect, but I've clearly noticed when my guy is "hustling" most of the time. However, fatigue is a factor and I've also noticed guys tend to get rather tired with the short periods & default fatigue settings. Maybe this is why it doesn't seem to do much at times?