After testing, I can confirm that Naoya's changes are PEAK
I've hugely been supportive of the Naoya changes ever since the first sneakpeek of Decisive Strikes turning the user into a frame, and after actually testing the changes in duels mode and in a bunch of Naoya-VS-Naoya 1v1s with a friend, I can confirm that they are PEAK
First of all, it is TRIVIALLY easy to avoid being self-framed. All you have to do is use your moves CAREFULLY, and since 2/3 of the moves that fill your projection meter are true off m1s, it's not hard to only use them when you're sure they'll land.
Projection Breaker and Cursory Impact are super easy, since Naoya's gameplay loop already has a place for them to be true comboed into. You use Projection Breaker after m1s to fill that 80% meter right off the bat, and you use Cursory Impact for big damage when you get them in the frame. This only leaves Decisive Strikes as a problem, which again, is very easily manageable. I'll break it down like this:
The three main places you use Decisive Strikes are as follows: in complete neutral (usually with the 3-click variant,) after 4m1s (usually with the 1-click variant,) and after throwing them in the air with Cursory Impact when they're framed (usually if Projection Breaker is on cooldown so you can't throw them downwards and use it for another free 80%.)
When you view it like this, it's kind of silly to see someone complain about the changes. Since Projection Breaker and Cursory Impact are almost never going to whiff if you use them properly, the only culprit for why you could reasonably frame yourself if you're a decent Naoya is Decisive Strikes. Decisive Strikes is a good neutral move and a good green combo move if you use it after 4m1s, but in both situations, it's not guaranteed, which is something that more Naoyas need to get through their heads. Yes, if you mindlessly throw out Decisive Strikes and miss it twice in a row, you will be punished. This is not rocket science nor is it unreasonable.
All this change does is raise Naoya's skill floor a bit, since you can't get by with a strategy of just tossing out 3 whenever it's on cooldown and relying on the low endlag to keep you from a punish.
A few other things I want to cover, which are some arguments I've seen people make, are as follows: "the update ruins the shenanigans aspect of Naoya" and "Naoya VS Naoya matches are unfair now," and I think these really tie into each other pretty well.
First of all, I don't mean to strawman. I've only seen one person make the "this update ruins Naoya's shenanigans" argument and the "Naoya VS Naoya matches are unfair" argument was mostly my own thought process when I saw the update. However, after going into a private server and 1v1ing a friend a dozen times, both of us using Naoya, I realized both of these arguments are stupid.
Firstly, Naoya VS Naoya matches are incredibly fun. Due to how fast Naoya is, you're a lot more likely to miss your moves against him, which means you'll self-frame more, which means the fight consists of about a half dozen glass panes and a lot of whiffed moves, which is just a fun experience that I don't really know how to put into words.
In one of me and my friend's m1 trades, we both used Projection Breaker simultaneously while at 40% meter or above, and promptly both turned into glass panes for 5 seconds staring into each other's eyes. It was hilarious, and instantly proved to me that this update does not even remotely ruin the shenanigans of Naoya.
I'm sure the competitive players'll have something to say about it, too, since self-framing does NOT make you take triple damage, so you can theoretically self-frame yourself TO YOUR ADVANTAGE if you're fighting another Naoya, since if they waste their Projection Breaker to fill 80% of your bar and you self-frame yourself before they can frame you, they don't get their extra damage, which adds a bit more strategy to the 1v1, but maybe that's too optimistic.
For once, I kind of got whatever Cryptozoid was saying when he talked about making Naoya play like chess. I felt like I couldn't play my hand too early or the other Naoya might self-frame himself and rob me of some damage, so I tried to bait Decisive Strikes before making my move. I know it's probably going to be changed or patched out so that Naoyas can't just whiff 4 to erase the other Naoya's progress entirely, but I kind of enjoyed playing it like that since it made Naoya feel actually smart to play and not just brainless sidedashing.
That leads me into another point, being that Naoya's new changes in general are just super fun. I'm far from a Naoya main. I dabble with him occasionally and since I despise fighting him (usually) I learned how he works so I can fight him more effectively, but I never found him that fun to use. However, I just had an experience where I not only had fun playing Naoya, but had fun FIGHTING him too, which is unheard of for me. The extra resource management of having to look out for your enemy's projection meter AND your own just sparked more joy than Naoya's usual gameplay loop, plus his kit feels more well-rounded now since Bleedout synergizes with his projection meter by slowing the drain time.
All in all, these changes are just amazing. They not only make Naoya less hellish to fight by making Naoya users unable to just rely on 3 for everything, they also make his gameplay loop more engaging and more three dimensional. I really thought all this update would do was make me hate fighting Naoya less, but it ended up making me consider maining him as well, which I'd have never believed possible 5 days ago. I feel like a lot of the people complaining about the changes only thought about them in theory and haven't checked them out in practice, and I recommend you actually give the changes the time of day and use them in duels a few times, since for the first time in forever, Naoya is fun to play.