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You are right in saying that all symptoms now giving both buffs and debuffs is an upgrade, but I would argue it's largely a theoretical one. With this system in practice you use plagues for specific purposes, and any cross-contamination is by and large inconsequential.
My experience so far (playing 2 long victory campaigns) is that this system makes general utility plagues no longer worth it and the bug/change to cultist movement makes it far less useful for controlling your opponents the way you could before. Overall the opportunity cost of spending infections on plagues means I'm using them far less than I used to. So when I do use plagues it's almost exclusively specifically to tweak the outcome of a big fight, and then it's done it's job.
Even when I'm in deep end-game with "infinite" infections I struggle to find much use for the system because you only get maybe one or two useful utility combinations per web refresh and then you have to wait for the symptoms to refresh before they can be re-used.
I'd even say it was a much worse system than Grom's cauldron. At least there was some great fun gameplay with Grom's, either finding ingredients or the associated gameplay changes. and voice acting to go along with it. Nurgles plague system is really boring to me - could have had a cool laboratory or a garden mechanic.