Most glaring example is the skulk bite. In NS1 when a skulk bit an RT he would get it down to about half-life, then his energy was out and biting slowed to like half speed. In NS2 his energy actually gets a net INCREASE while biting an RT! Maybe this should have been fixed before the 'new wavespawning system' was introduced to lessen skulk pressure on RTs?
Second issue is the onos stomp (which goes in line with this thread: Stomp) In NS1 the stomps were fast and the onos could do 3 in a row, then he had to wait for energy for the 4th one. In NS2 the stomp animation takes a long time, during which energy regenerates! This makes the onos being able to deliver more than 3 stomps in a row.
Third, fade shadowtep is a FREE movement ability! Why the hell is it free? Every single movement ability costs energy! Except shadowstep. edit: my bad, shadowstep does cost energy, but it's only like 5% which is nothing compared to it's cooldown, so effectively, it's free!
Fourth, lerk flight cost energy in NS1, not very much though, but still not negligible. It was a good balance! In NS2 lerk flapping is completely free. Marine movement ability sprint isn't even free! I suggested this way back in my lerk rant thread also: The current IMBA-Lerk problem (post #89)
(before any-1 trollingly brings up bellyslide: it doesn't count since gorges are not combat units!)