On the paradox abilities: to me, the relative balance of weathers is small compared to actually being able to make a full terrain-based team instead of being limited to a single abuser ability and consumable items.
On snowstorm: similar to my thoughts on frostbite, I'm not a huge fan of having Ice just mirror its closest mechanical counterpart.
On recovery PP nerfs: not a fan. Outside of not preferring HO, I worry that this change will increase the number of situations where the optimal play is to just click buttons waiting for PP to empty (even if the duration is lower), which is the only Stall-like win condition I'm not fond of. There's a part of me that's stuck thinking that the way to combat recovery spam is to increase DoT output, and that the game is trying to write around the loss of universal Toxic instead of just reinstating it. At least we got a DoT specifically strong against two of the best defensive types.
On the timer: still sucks, but I was mostly going to be playing showdown if the pvp scene is good. That's a noticeably sized if at the moment.
On the ability reveals: Mmm, toxic spikes.