Some things I found(not much yet since I'm tired from work and will continue to harvest before my next shift):
I really like the 1H+K low addition, it gives Kasumi an easy way to get a combo opening near a wall from a low with like the regular mid to low variants but less tedious. The +11 on NH and +13 on CH too I think is pretty good too since it'll only allow Kasumi's P or 6P from CH to get something going when she has your back to a wall
I like the added 6K6K and PP6K6K although it's not as useful as I thought it would be since it hits harder and recovers quicker than 6KK but the lack of tracking imo is kinda odd. I do like it near a wall since because it recovers quicker than 6KK, Kasumi can get more from the wallsplat than just KKK or PKKK, she can sidewalk a bit and get the opponent away from the wall and somewhere else with KK7K~6P, I wanted to see if her KK7K~69PK~6KK would work but it doesn't connect so I think it's not possible which is fine.
9P+KP feels strange since I've never known Kasumi had this in earlier DOA5 pre release but I like it, it's basically a somewhat risky way to teleport behind the opponent to get her go limbo stun combo route or something deadlier if you're willing to play the stun game, I like this move alot. I'm too tired to really tech right now with it but I definitely will when I make a combo video! The input to do 9P+KPP is kinda stiff tho, although that's not a concern since I don't think I'll use that string much.
I like her added doa4 33KK as 33H+KK, it's not as good as her current 33K but I like how it has better reach and it's basically like a faster 3P+KK but faster by 10i
As for 46P for Kasumi, I didn't record my findings but it's a cool addition to, it's semi safe and I like the reach and speed. The stun imo on counter hit is just kinda harder to make use of, it's +17 but the way the opponent kinda hunches back that far makes it somewhat impossible to use in open space for a continued stun set up, but I'm guessing it's suited more as an offensive CH poke so you can get advantage rather than actually use it to combo from. I do like it near invisible barriers since you can use her 7K to launch and basically any 15i or quicker move to continue a stun
Last one so far, i like the added 214P+K PL, the ceiling stun that leaves them open for a juggle is nice definitely going to see how I can implement this in deeper stuns