These changes are overall unimpressive IMO.
Being able to EX punch walk at the end is cool, but it just encourages cancelling into PW more, which I don't think is a viable strategy against people that are actually good at the game. For one, PW doesn't combo when cancelled off most of his pokes. And it isn't a true blockstring and can be armored through on many of them (D1, D4, D3) as well. Where I think it's good is for no longer having to commit to using meter on his 50/50 if you want big damage.
I honestly don't think chest lunge being a mid matters all that much outside of a few more solid punishes.
Slightly better recovery on fireballs is w/e. It's more to check ppl from jumping and counterzoning rather than actual zoning, which these changes don't make it any better at. EDT: Actually, recovering faster should help him slightly in fireball wars, which can make the difference when it's you having to approach the opponent versus the opposite.
Stomp changes are w/e. It's still very punishable so once people figure out the new timing, it won't be any different than before.
U1/U2 being 9 frames is really cool. Coupled with the change to jump in hurtboxes and maybe Goro finally has a meterless AA.
B12U2 having better range is awesome. I don't think B2 actually has more range, which is disappointing since they didn't speed up F2, but having it actually connect all (most?) of the time is a godsend. Now we should be able to get more meterless damage from jump ins.
Maybe with F213 being cancellable, he'll have a bit higher damage on his combos (probably only in the corner). Other than that, F213 being cancellable doesn't benefit Goro much at all.
Shokan trip being a special in Fangs now is pretty cool. I'm excited to play around with that as I mostly used Fangs anyway for the AA on EX spin. Hopefully it's a true blockstring.