Hmm so far not too much that was interesting, few bits here and there. Trust will only give about 1/4 of the loot of a standard dungeon to compensate since you're alone, unlike Squadrons. Seems fair especially if there's still the guaranteed loot at the end.
Gatherers didn't get a whole lot of new stuff, QoL UI change you can see the timers/slots of unspoiled items in your log directly instead of relying on a 3rd party and activate alarms directly, but I suspect setting up Garland or FFXIVtimers will still be better. Fishers get a nice QoL for new players, universal baits for 2.0, considering 2.0 had like 25 different type of baits. Also Gatherers might be buffed indirectly due to crafting changes.
Crafters get some QoL UI changes, crafting UI is expanded to display the buffs directly there as well as how much a 100% potency progress and quality action will do, so you can estimate stuff without relying on a calculator. I still assume people will use the calculator though since it's great to test rotations but for manual crafting it's good. They also get QoL leveling, Steady Hands II and Byregot going baseline skills and the elemental shit is getting merged into just one action. The big change is you can now get up to 75% of the quality bar from HQ materials in 5.0+ crafts, which means they might increase quality requirements to compensate, leading to a higher demand for HQ materials(that's the gatherer buff I talked about).
As someone who mostly crafts and don't like gathering, I think that's still a good thing, gathering HQ always felt kinda meh besides early in the patch, because often you could make more money using the multi gather skills to get 20NQs instead of 5HQs and that felt kinda wrong in regard to gearing up and melding your gear to hit those big HQ requirements. That's only if they increase difficulty too though, if they leave it as is, it'll still be easier to meld the right stuff, eat the right food, and use only 1HQ per craft or none at all depending.