Yep.
No one wanted to see it for what it was. But light was cheesing, so hard. They knew it, they knew the nerf was coming. Writing was on the wall. Shirking fort sealed light mobility.
They want to you be good at iframing during combat, not just simply rolling completely away from every ability over and over. In the right hands this was tantamount to immortality in all small scale.
All of the shirking perks elude to them wanting players to skillfully evade, not fly out of combat to safety and come back when their cooldowns were up only. This was obviously worse, way worse with certain weapons and skills.
It still is extremely strong with many ranged builds, the skillful will continue to be skillful. But even me, as terrible as i am at iframing was able to see how cheesy running away in light was. Instant negation of any skill anyone used. Quick 3 rolls away and i could recoup from anything.
These changes reward good play, and punish bad play. That’s all it really is.

If a heavy lands a hit on you in melee range, you messed up. And now you get punished for it, instead of a free flight to safety. Sure, heavy is good at standing on point with a healer, but now you will get punished if you dive the wrong guy.
Can’t tell you how many times i watched lettuce in opr dive a full group at point, drop a melee, riposte the meatball, evade/fleche away, roll up the stairs and then divebomb again, and again, and again.
This is far more balanced than it was.
Shockwave can be blocked now, so can wrecking ball, and the stagger to path of destiny. That’s a nerf to hammer no one is talking about. Being the number one contributor to most CC complaints that’s pretty huge.