This does not change anything.
Lets do a quick rundown on all enhancement types, shall we?
Damage - Oh hey everyone used these in differing ways so we broke them. 3 for everybody! Hope you didnt rely on Targetting Drone to allow for six slotting or hasten so you could not use recharge or stamina so you could avoid using end reduction, because now you're forced to slot like everybody else.
Accuracy. Already done by buildup, follow up, targetting drone, and some power sets already have an innate accuracy bonus. Previously, depending on your setup, you dont need these at all
Range. Range is totally and completely useless except for MAYBE cones. All enemies charge headlong into melee instantly anyway, so why bother with range? You cant use hover or some such to stay outside the badguy's reach, because they run for the hills if you try it. Using it in cones is arguably futile now that cones have a max number of targets via I5, and is doubly insulting now that you're generating massive aggro with it for comparatively puny damage.
Endurance Reduction. Oh hey, look, another effect you could substitute power choice for. Not so helpful in reduced-endurance sets like Claws, and minimally effective in most lower use toggles like Keen Senses, Combat Jumping, Acrobatics, etc.
Recharge reduction. Once again, a function we were once free to use powerchoice or enhancements, or both. Not really very helpful to SR, who gets 20% faster recharge by default.
Defense Increase. Another former crowd favorite. Since defense amounts to "Please dont hit me ever", you naturally want to six-slot powers with significant defense. Not anymore, sparkey!
Resistance Increase. Yet another crowd favorite, still reeling from I5. Has the dev team done their own math? With this "diminishing returns" system you give an Invulnerability tank (approximately) 79% smash/lethal and 26% everything-but-toxic/psionic. The only power giving any invuln tank survivability is Unstoppable, which caps everything but psionic (even toxic) at just over 110% with only two slots. But only for two minutes, followed by a four-something minute forced downtime.
I guess we're going to make a return to the old pre-I3 days of "Only one way to build a tank and any experimentation will be punished"
---
Am I missing any enhancements that see wide use? I think I've covered the common ones. They either already werent broken (being able to use power choice to avoid them or slot normally), or were already broken and just got broken harder (defense, resistance).