The procs system is being redone completely for all professions. We currently have 2 procs, the APF and the SL procs. Before these changes we more or less had it like this: APF proc for support, and the SL procs as a utility to choose how you will fight what you are fighting. All procs will cast 100% of the time provided the shade lands a regular hit.
The new proc system so far looks like this: Basic Nanite Depravation (the lower version of Nanite Depravation) has been upgraded to replace nanite depravation completely. It gives the shade no extra benefit than it previously did, except now we don't even need the NR debuff (since we lose SHD). It helps others by debuffing all the evades. It uses the same amount of NC thankfully.
Nanite Depravation has been changed to our nanodrain proc, uses 1 more NCU, and is just under double the power. It's considerably much stronger for the sacrifice, and was previously named Chthonic Dissipation. It has a detaunt attached to it.
SHD has been changed from our HP leech nano to a new proc (that cannot be used with the nanodrain proc from before as it is in the same nanoline). This proc heals for 200 points of HP while dealing 400 points of damage to the target (unsure if reflects, absorbs, etc mess with this in any way). This is done per successful hit and costs 55 NCU to hold in your NCU (whereas SHD took less when the healing portion was in your NCU, I'm fairly certain that with a full NCU SHD would still cast the healing component in your NCU). Evaders would become harder to fight, as you have no SHD to cast, you would be dependant on regular hits to land to heal for a smaller amount over a longer bit of time, and you have to be in range so that the CCer professions can neglect you that much while you are under the effects of CC. What was once "enough" has been changed to not enough.
Depravation of Celerity SL proc has been upgraded to debuff 150 more inits per init, but the -init effect has a very short 3 second duration on target from the current state of 10 seconds.
In summary: it's almost completely nerfs. Almost every nano takes more NCU to hold, some nanolines are split so that we need to cast more nanos and therefore use more NCU. Our agility has been cut down by 50 points, our AAD by 45, we lose 45 add damage, our AR by up to 13-14, our evades have been increased substantially (140 for the ranged evades, 200 for clsc), our healing is now based on being in range of the fighting target and landing regular hits (provided you aren't capable of using TR on the target AND are landing regulars). The incentive in this document for not going NR setup would be the evade buff, since most of our toolset has been just rearranged into separate/different nanolines. If shades found that NR was more useful than chance procs, then they may still stay NR since they have lost the healing they would have had would they have been NR0, and the 100% proc rate might not even matter to them.
Stun procs I couldn't care less about. As it is, the new "nano recharge stun" seems very situationally powerful for alot of different targets, and is much easier to cast than Stupefication was. All breeds will be able to cast their top nanos provided that the spirits do not change, without much if any swapping. The Sharp Objects buff doesn't yet put us in range of Tears of Oedipus provided that our spirits do not change. Init buffs are not for endgame.
The quick math of it is, cutting out the useless buffs, I'm saving NCU (not casting MA/dimach buff, the inits buffs, multi wield buffs, or the SO buffs) by about 14 points, but that's because of killing what I don't think I'd find of effect anyway. My impression on this document is that shades are going to lose harder to evaders (and yes, the rebalance effort is for team pvp, but the shade I feel is left out because we're keeping our 1 second perks and haven't much to offer a team to begin with that someone else couldn't replace with stronger effects) so as a solo profession, it's all around a nerf with the exception to evades and our new nemesis nano (the nano lockout). The procs system, with planned changes to procs globally, will change alot of encounters I think, so it can be seen as a boon to the profession (and a boon to every other profession as well ;p). Until items rebalance comes around, it's really hard to say but at the moment all we can go on are these documents.
I didn't mention the peculiar Healing or Improved Healing nanos in the document because on the summary page into today's FwM there was no mention, and for now I'm assuming they aren't going to be implemented or discussed until other things come to mind.