I agree with what Dawg711 said above, I had to forget some A16 playstyles, but my vote was for "I like it."
What I love:
New POI's are amazing -- I love how every other building is collapsing (as they should be in a zombie apocalypse) and you really have to check every corner and be on guard at ALL times. TFP really knocked the ball out of the park with the diversity & volume of new buildings and they deserve to be commended.
Reworks to loot tables - there are fewer overall containers but you actually find more than 2 glass jars and rotting flesh in a kitchen now
Addition of modding to weapons
More several-story+ buildings, although the game's optimization hasn't really caught up with it yet (even in A16, my fps tanked from ~100 to 30 in the big crack-a-book frequently)
Quest system has lots of potential to reduce the tedium & is very easy to expand in future updates
New AI pathing is still not great at handling complex obstacles but is way better than in A16. No more beyblade zombies.
What could be improved:
!!THE PERK SYSTEM!! While I don't hate it, this new system completely removes an aspect of 7DTD that I really liked, which was that if you wanted to improve at a skill, you had to use that skill, such as mining or medicine. Here it feels like an element of player choice was taken out of the game and moved into a menu system, which reduced my immersion; if I want to get better at chopping wood with axes, my best course in A17 is to go loot POI's for experience and then buy a point that makes me better at chopping down trees. I don't have to chop down a tree at all to improve at it. That just feels silly to me.
Zombies flooding out of weak walls and trapping you inside a POI.. I think you should always be able to avoid a dangerous situation by making smart choices and if you ambush my poverty-stricken, wooden bow-wielding ass with 10 lumberjack zombies inside a house with no option besides bending over, it doesn't feel exciting or dangerous, it just feels like a cheap trick to make me wait X minutes for the death debuff to fade. That being said, I like the increased risk & danger of POI's -- but something like a coordinated 4-corner zombie ambush in a tiny house should never happen at level 1.
Item quality/durability system -- This is one of my least favorite changes. I think a 6 quality steel pickaxe should be substantially better in both block damage & durability than a tier 1 like in A16, and furthermore, be extremely rare (and impossible to craft without endgame perks). In A16 it feels so good to find a steel pickaxe at level 4 & gain partial access to areas, having to make choices on what you would explore, rationing the remaining durability of your tool. And then, later, when you're crafting high-quality steel tools like it's nothing, it also feels immensely gratifying to be able to tear through those same doors you had to whack away at or skip entirely.
Overall impression: Most of the changes made in A17 are a net positive, and most of my complaints are not with new sweeping framework, but minor details that will most definitely be tweaked & improved in the future. Some of these changes have made progression more linear and reduced immersion, which I dislike, but overall, TFP put a lot of work into A17 and it shows.