Well, I've looked at new nanos and it made me all puzzled.
Sometimes I even got a feeling that man who designed it never played AO. I'm not commenting about usefullness or uselessness. No, it's all about reqs. Yes, reqs are high. In case if nano with high reqs is way better than previous nano in that line - it's even understandable. But... Let me explain.
There is combat nanos and buff nanos in AO. Buff nanos are casted with lots of gear swapping and temp-nanoskill buffing (wrangle, mochams, arith, phulacs, relay, NCU, etc). Combat nanos are supposed to be cast in dense fight, in combat gear, possibly - with some mild debuff in your NCU.
Now look at fixer nanos. SWS11 that have 6 hours duration and didn't deleted when you zone to BS have exactly same reqs as 3-min duration short hot you need to recast in combat. So speaking combat vs buff nano differences - hot have actually {100 (phulac)+140(CMo)+131(wrangle)+64(fixer hud2 thing)+some arith maybe} more nanoskill reqs. And fixer ain't exactly nanoskill profession, dark-blue nanoskills and not really cheap ones.
Also look at shades HP drain. Shades are definitely not nano-prof. So their in-combat nanoskills are estimated around 1000-1200 if they aren't going NR route. And 1600+ reqs to cast it means absolutely no chance for them to reach these numbers, even if they team with trader and mp - they'll be lacking some 100+ nanoskills.
Also there are nanoskill oriented professions, nanoskill-gimp professions and middle ground.
For nano-oriented profs there are NTs, docs, MPs, partly crats and traders (check nano doctorate perk to see who's the nano-profs).
Combat ones are shade, keeper, MAs.
Other profs are "middle ground".
I can understand 2.2k+ reqs for nano-heavy professions for their combat nanos, even more for buffs.
Middle ground can handle 1.5-2k buffs and 1.3-1.7k combat nanos.
Non-nano-heavy profs can prolly handle 1.3-1.5k buffs and 1-1.2k combat nanos.
Now look at nanos MP/NT/crat got and rejoice.
MPs got 2.1k reqs buff for nanoskills/int/psy and 2.2k pre-combat buffs with long duration. Actually - they can cast it w/o any swaps in combat mode.
NTs got 1540!!!! nanoskills requirements on their nanos! It's 100 points less than reqs on shade in-combat nano!!! I guess they still be able to stay NR1 or even NR2 in case they twink hard.
Crats got 1469/1633 reqs. Same, castable with current gear w/o swapping.
Trader' combat debuff is 1800 reqs, sounds about right, well, leaving apart it's usefulness.
docs have 2.0-2.2k reqs on nanos and it's only prof from high-nanoskills ones who got their reqs right (as I was told by few docs - it's either enough skills to cast or lacking 20-40, that's what can be adapted).
Looking at low end.
Shades. Biggest lol award goes there. Buffs are ok, 1.4/1.2k can be archieved in "buff mode". But 1.6k reqs on in-combat mode is obviously typo.
Keepers. Abil buff nano is ok, even can be called "easy". But somehow I doubt keepers can reach 1800+ reqs even in full arith+phulac+CMo. Iirc - they are like 200-300 points short.
MAs. Buffs are ok, well, ignoring the fact 1 of skills isn't used for anything else.
But heal... Well, heals are supposed to be casted in thick combat, so with 1843 reqs I guess MAs can ask mobs nicely to wait till MA swap to full arith to cast team heal and run to Borealis to get trader buff.
Middle ground is different.
Engies (not casting prof tbh) got 2246 reqs in 3 skills (green, but engies are already having troubles with 2046 reqs for chicken in buff mode, and troubles means that full arith can be not enough in non-full-nanoskills perk/symb setup)
Fixers and their HoT reqs don't make sense either.
Please look at these nanos and change it. As it is it's ridiculous (and I'm not even touching ridiculousness of what some of nanos do)