I've said it before in many-a-thread, but the main thing that they wanted out of backwards compatibility is to have their back catalogue of adventures to run smoothly, and for the game to "feel" essentially the same. I think that they achieved it. Also, I've found that it's pretty darn easy to just "use what you like" - if you don't like the new rule (whatever it is) just keep using the old one. As long as the table understands what you're up to, it really doesn't matter much. Heck, I personally don't think it matters all that much if you're even consistent with whether you use an old rule or a new one, but that opinion could be controversial.
For our purposes here, I'd like to try to use as much new as possible, but if we find too many grindy points, we can use the old rules to fill in the gaps.
I'd agree. I've only been poking around since yesterday, and I think that the following two statements can be true:
1. It can be very difficult to get the exact same concept you could with 5e14. Mostly because 5e14 had a lot of expansions in the last ten years that you could use.
2. The 5e24 rules let you do a lot of things with just the base rules that make it interesting to use. It's the same, but also different.
I am looing more at trying to match the gestalt at this point (reborn, Sheriff patron, uses gun as a pact weapon, etc.) than the specific numbers or rules, and that's fun! Doc 2.0: 2Doc 2Furious.