CMB is unequivocally the best thing that Pahfinder did; taking a broken and confusing array of things and unifying them into one simple, fair rule.
Beyond that, PF is sort of treading water. There are some changes for the better, some for the worse, some simply for the sake of change, and very few really big ones.
If the CMB is different depending on what maneuver is attempted, then I see the appeal--it's the same mechanic used for the same type of thing (combat maneuvers) but the bonuses are different depending on what you do.
If you take any feats (there are now improved and greater feats such as improved trip and greater trip) you get maneuver-specific bonuses. There are also still weapon-based bonuses for some things.
Besides the CMB/CDM, what are the other rule tweaks that you like about Pathfinder?
Wait, you want more? Okay. The acquisition of feats at every odd level (as opposed to every 3) is simple change that many had adopted as a houserule anyway. It evens out the overall leveling progression and grants a needed increase to the number of feats characters get.
Sorcerer bloodlines are the best of the class changes; they take what we had always assumed about sorcerers and give it mechanical relevance, and grant the class needed flexibility.
Archetypes are packages of themed alternate class features, many of which are very mechanically interesting-this is where many of the really new class mechanics are introduced.