I disliked the Impera Enforcers before the patch too, because they felt slightly too strong for me and most of all far too oppresive, because against them hardly any key unit stays on the board.
What got worse now in my opinion is that it is even harder to counter them. Before they had to be on the board as early as possible to get their max value, but now they can be kept in the hand until the point the player wants to use them and then deal instantly a lot of damage. With the standard Emhyr Spy deck it is easily possible to get at least 5 spies on the board in 2 rounds, probably even 7 or 8 thus that they deal instantly so much damage that they can remove nearly everything. And while Impera Guard can be scorched, resetted and other things, there isn't anything that can be done against their damage.
The only way to counter it for the enemy is to remove the spies, which isn't possible for most factions. With the removal of old Field Medics the only deck which can do that effiently is Consume and maybe Bloodcurling Roar for Skellige.
To sum it up, due to the new Impera Enforcers the deck has a great round finisher, which can't be interrupted in any way and at the same time is able to interrupt any other setup requirering archetype.
So far I have only played one game against them, but I am not looking forward to more encounters.