I have talked a lot about the fact that the hitboxes/connection-areas for ranged unit projectiles were noticably smaller in DE than on userpatch (and aoc/HD too). It was very noticable to me when looking at crossbows that were shooting at villagers running away from them in a straight line. This encounter would usually happen without Handcart and on userpatch the arrows of the crossbows would hit almost all the time even at max range. On DE they would not hit. So there was definetely a change but I could never really quantify how big it was.
But from watching pro players I felt like the micro has changed because it looked easier to dodge projectiles in ranged vs ranged fights. Same goes for melee vs ranged engagements slightly changing the very central knight-vs-crossbow-ballance and making knights better than they were on voobly in my opinion (even while taking pathfinding improvements and lag reduction into account).
That with the fact that crossbows will be able to kill the extra odd villager when showing up on the opponents woodline makes this a huge change.
The patch notes highlight the importance of this change for gunpowder and from my testing it does really make a big difference because they cant get ballistics and their accuracy is lower which creates more "missed shots" that are impacted way more by this change. So we should keep in mind that when we are assessing ranged units from now on that out experience from before this patch could be very different from the current state (especially for Conqs, Hand Cannons, Arambai and Organ Guns)
Its not clear to me if that change also affected siege units so let me know if you have expecienced something.
I really wanted to highlight this because I felt like many people havent even noticed that anything changed from user patch to DE. I am very thankful that the devs noticed and changed this because after more than 1 year I believed they didnt see this as an important issue. Also shoutout to Daut because he always knew that "Ballistic is useless in DE" 11