The issues I see post 5.0 are twofold.
Because gearing is still in large measure random, particularly with command crates, there's no sense of being rewarded for playing the game. I personally went through 70 crates before getting a single set piece, but have encountered people who were just lucky and received a fully set of set piece gear in less than 20 gates. It's more like a slot machine than a system that rewards players who devote time and energy into the game. Why even bother?
The second problem is a direct result of the first. Harder uprising and ops are fine, but if you can't get the sort of gear needed to run in them what is the point?
At the very least, making gear drop probability rise with command rank would help, and reward players who put a lot of time into the game. It is incredibly disheartening when you are at command level 140 and see people at command level 25 who have better gear because they got lucky.
Finally, there still is not solution for the necessity to play a single toon in order to gear up in a timely fashion. You created the DvL system that required us to level 8 new characters, but now if we don't focus on a single character we are punished. At the very least, make unassembled components legacy wide rather than bound to a single toon. Anyone can shift gear from toon to toon using legacy armor anyway, and by binding components to a single character just makes the process more complex and wastes components that are the exact number required for gear.
PS: Legacy wide bank would be nice.