This redesign doesn't offend my sensibilities nearly as much as the rsut monster one. I suppose I could take the nostalgia track that
ogre magi are not "ogre generals, but a whole different species of beastie (with their own chiefs, according to the 1st ed MM). But the 3e MM fails to make note of their heirarchy, so that point is moot ultimately.
Dropping sleep and charm person make a certain amount of sense, in that these were probably more effective when parties dealing with ogre magi had 5-6 hired man-at-arms at their disposal. I also find it satisfying that the creature was dropped to a CR 5 (the original was a 5+2 HD monster, so that shift seems to be in line with where the creature has been in the past).
What does make me uncomfortable (it's not a deal breaker, but...) is the shift from the creature's use of guile and subterfuge to a greatsword slugger. It seems you could have gone one way or the other, and Mike's chosen the brute with a twist path. This is, of course, a matter of personal taste. But then, from reading the playtest notes, it seems very clear that many of these changes DO stem from a desire for DnD to fit a particular style. And Lord knows by now we can argue about style changes all day here and the only result is a closed thread.
Oh, and what's with the polymorph hate?!
So, like I said, I'm not raving mad at this one, but I can't say that I'm jumping out of my chair yelling, "BRILLIANT," either. It seems that in the process of giving the monster focus, R&D yet again decides to jettison a good chunk of what makes the monster a different encounter.
Tom