Twin Blades needs a pretty major buff to ever be good. Most of the time it hits for less than Slice. Ideally Twin Blades would consistently hit harder than Slice, but Slice would do more damage over time. In my experience Slice just straight up hits harder 90% of the time before you even take the DoT into account.
Twin Blades is also super clunky and creates a tedious mini-game of trying to micromanage your Slice stacks, and if Twin Blades misses, Slice will have worn off before you can try again. So you just spent the majority of the fight building up to a climax that never comes.
Another obvious problem with the re-work for Rogue is the fact that Slice also breaks Blinding Powder - an ability that in it's current state - almost had to have been designed for solo'ing. The duration on Blinding Powder is so short that it wouldn't be particularly useful for CC'ing an add in group play. Problem is if you try to use Blinding Powder while solo'ing, either to bandage, or to get in an extra backstab/ambush, the DoT from your Slice will break said Blind before you're able to get meaningful use out of it.
Someone actually asked me if Rogues were better at solo'ing after the changes, and my immediate response was no - because before I had so many more ways to incapacitate a target that I could get off multiple backstabs in a short period of time prior to the changes. Rogues also had much stronger openers when Ambush wasn't cooked into Backstab.
I also don't think pick pocket works on enough mob types. The humanoid restriction is fine, but I would include Undead Humanoids in this mix. Imagine from my perspective as the Rogue who leveled in Ancient Crypt, where every mob is Undead, only to naturally follow the pipeline to Fallen Pass, where the majority of mobs are beetles or undead. I found myself having to go back and try to pick pocket level 10 Bandits for hours on end because I wasn't able to actually use pick pocket during my group play.
I would also point out that stealth being really slow makes Rogues feel like a subpar stealth class. I remember having to pull bodies from the Quarry in Sungreet Strand. In the time I was able to pull a single body out of the quarry the Ranger in our group was able to pull 2 and start working on his 3rd because he had SoW and Camouflage.
I pointed this out in another thread, but I've been in groups on my Rogue before where they invis everyone to bypass mobs while moving to a camp. Except they don't invis me because I'm the Rogue. They end up getting to the camp several minutes before me as a result. It just feels lame as a Rogue to have to ask another player to cast invis on you.
At least in EQ Rogue stealth moved faster and faster as you leveled, but they also had items that helped circumvent this: I used the invis on this mask frequently to run to Sebilis faster, while reserving my actual Rogue stealth for more dangerous scenarios.'
Edit: I think increasing the stun on Uppercut to 5-6 seconds would be helpful because it would give skilled rogues enough time to move behind the target, stealth for 3 seconds, and get an ambush off while solo'ing.
Edit 2: I don't mean to sound super negative either. I've been playing Rogues in MMOs since EQ in 1999, all the way to modern WoW, so I'm obviously going to be a little more biased, and have higher expectations than a lot of other people. I still think if you want to play a Rogue you should just play one and not take gripes like mine too seriously.