Well, the DAZ forums are not exactly unbiased about competing figures, but some of the critiques there match my own, starting with the thigh joint's pivot being incorrectly placed, which led to most of the posing issues. However, they made the comparison against a JCM-heavy figure, taking that for granted as if it meant nothing. I wrote about that earlier in this thread, where there is a price to pay for the extra JCMs - they don't come for free. If they want to compare figures, it has to be on the same grounds.
They made some valid points on the default shape, though. Dawn and Genesis had more or less the same body proportions, but Genesis was the slender and more feminine type. They have noticed Dawn's thick arms and broad shoulders, which led some people to claim she looked manly. That is no longer an issue with Dawn 2.0, where Chris might make the arms even thinner, so that won't be an issue anymore.
However, it made no sense to compare Dawn to Gia and V6 because those are not figures, but character morphs. I suppose DAZ calls those as "figures" nowadays, but they are not. Maybe they just wanted to emphasize how "manly" Dawn may look when comparing to supermodel morphs for Genesis.
There was a lot of comparisons with V4, simply because she holds the title for the most supported figure ever - and that happens because she's the easiest figure to create contents for. Above they have dismissed JCMs completely when comparing G2F to Dawn, while V4 is the most supported because she doesn't require any JCM adjustments whatsoever. Good part of the backslash on the original Dawn was because of the default shape, the default textures (fixed on DawnSE) and the rigging issues. Shapes and textures are easy to change, but the rigging... is cast on stone. The thigh pivots are not at the right place, and no JCM can fix that. Even if I moved the pivots to the right place with animatable origins, the bones will no longer match the weight maps.
To me, the new thighs rigging will make a world of difference on this new Dawn. That's a high point for me. Ball joints like shoulders and thighs are the toughest things to get right, and I am reasonably happy with the shoulders - just not the thighs. This is the chance to get it right, which makes me excited about it. I don't take this for granted because I know how hard it is to rig a figure's thighs. But we only get 1 chance to get it right before it gets forever cast on stone. This time I have my hopes high.