I don't hate what you're trying to accomplish here, and there are always going to be some teething pains when a major patch is implemented. But I do have some real concerns:
* This makes the battlefield more confusing and less accessible to new players. Remember what happened last time the battlefield got too complicated? Now you are introducing rotating battle-types. New and casual players are going to to turn up to battles discovering they don't even have the right weapon class to participate properly. Makes for a discouraging user experience.
* On a normal round before, a d1 player can help their nation score 1 of 11 points . Not amazing, but not bad for a early account really. Now on a normal round a d1 player can help their nation score 1 of 22 points. That's all they fight for now..
You haven't taken any points from divisions, or strength from players. But you have taken away any real significance the lower division players had. d4 players used to dominate the scoreboard, but they at least needed to be concerned about the combined points of the lower divisions. Now d4 players can essentially ignore the peasant divisions on the ground, and focus solely on d4 and airwar points. And they are the best positioned to dominate the air due to their superior resources anyway.
* You've increased the points/round dramatically, but left victory goal the same distance. Before you could go to bed and wake up to find a coordinated operation has been launched upon your occupation zones and you have limited time to respond. Now you can wake up to find out the an operation against you has been successfully completed already. Now your nation could lose 3 regions to a single opponent in just the time it takes for a tank to recharge their hp. This makes the responsibilities of an eGov untenable. CP's already sacrifice a lot of sleep for their nations. Now they will have nightmares about eRep (I'm not making this up) because everything can escalate so quickly. Currently a lot of our "Lifetime-players" finally disappear after burnout government sessions. This huge new pressure will result in much higher rates of longterm-player loss. And those folks are more important than your new players, This whole boat floats on their devotion.
* Free Division Switching is diabolical to the game environment. When you introduced divisions, it wasn't a terribly elegant fix tbh. But it was easily accessible, pretty effective, and added a nice new dimension to the game. Overall it was a very welcome new element to the environment. The Infantry Kit really did a number on the core principle of division (and iv got 9 medals floating as I type this) but at least a new kind of division strategy evolved from it. Division Switching after 1/2FF wast an ok addition to that environment because it wasn't conducive to much opportunism.
But any large account will dominate in their division with a few packs already. Free Div Switching just allows all of the biggest accounts to roam the landscape like Tyrannosaurs. Devouring everyone except each other. Why waste our energy struggling against one another when we can just divide up the casuals into price value ranges and queue up at the all you can eat buffet?
* Airwars have 1/2 all the influence on campaigns. The resource required to win them is the scarcest in the world. You've placed heavy production restrictions upon it. It's new so ownership of the companies is highly concentrated. That mixture is explosive to begin with: a small trust of the producer nations can easily use tax mechanics to make production costs punitively high for their rivals.
Adding yeast to that dough you've introduced Hostility Interruption to Food & Weapon WaM productions. This is a new kind of occupation exhaustion upon occupied nations. Strangling off their ability to win ground rounds faster than ever.
This is a recipe for the worst super-alliance cake we ever ate...
* Pollution reactivity is entirely overtuned. Vacant regions are becoming more desirable company HQ's than the actual node regions feeding off them. The effect of this on nations with very few regions is tragically unfair, especially those that worked really hard to win valuable resources. Meanwhile nations with large amounts of native regions are positioned to capitalize greater than ever based on no effort whatsoever.
All that must seem really negative and critical. But honestly this is nearly a really good update.
* Drop the airwars round rotation. it's a confusing mess. Just make airwars the 5th division, with it's own new set of stats(like u did), that anyone can participate in every round. It's simpler, friendlier, and fair. Probably easier to implement too.
* Reduce the airwars points to 7. Still the most influential thing on the battlefield, but not so game-breaking it makes a d2 GoW feel like a housewife armed with a rolling-pin and keep weapons from becoming a fringe market.
* Increase the total points in a campaign so that it lasts roughly as long as they currently do. Otherwise even dedicated players can miss entire campaigns. There'll be too much pressure on core players, It'll harm those most devoted to the game..
* Popping into lower divs like a monster from another dimension, at great personal expense, is mildly amusing and probably has little impact to the game overall. Allowing us to roam freely across the divs really just re-compiles the players into 2 types: pack-buying predators and their non-paying prey.
* Losing production rates due to occupation, being subject to occupier's tax etc, are all fine. But cutting off ppls' food/wpn WaM entirely is crippling and will tilt longterm wars completely lobsided. The No WaM on Enemy Land rule needs to be nerfed. 0% production bonus would be more appropriate.
* Nerf pollution. It has a huge impact, is vulnerable to multi-manipulation, leaves players no means of addressing the issue, and worst of all: its impact on nations is entirely unequal.
If you made these small adjustments, you should have a stable and popular game update on your hands