Following what a lot of other people said I am cool with everything apart from the thunder apprentice changes. She is way to easy to stop from hitting a fortress so the changes mean she is now only good in a highly agressive deck that can clear the path. This makes her pretty much unviable in most cov decks. If you want to remove thunder apprentice that is fine, but there really isn't anything at all to replace her atm for cov. I am not just talking about 3 cov here but any 2cov deck that wants to be... well anything really needs commanders that don't suck in the early game or you get rolled by fd. Outside of 3 cov rubble golem does not really control the board so you are left with no good options to run. The thrall and rita combo sounds interesting but this still leaves you with only 2 command slots that you can play early to try and slow down rushes.
I would love for Cov to have just a playable 3 drop or something, that is all it really needs, if that was the case the thunder changes are fine.
One last thing to check, shikana triggering at end of turn means it triggers after combat right?