Having watched a few 4.1 videos on youtube (since it was just released), I feel that people who found 4.0 "grindy" (and I am admittedly one) should find 4.1 significantly better. Just to start with getting a thaumometer (and thus being able to start the mod at all) is MUCH easier, and should achievable within the first couple hours of a new world most of the time (you only need ANY 1 type of the 6 shards to make one now, instead of all 6) and the research is both less clicky and less common (since you can outright buy about half of the research).
Not only are warded blocks and doors coming back (woo, I never got to try the originals but they look pretty nice) but higher tier magic items are also included. There is runic armor which I still don't understand yet, and magic staffs which hold a much larger amount of Vis then a wand and can be used like a sword in combat also, perfect for long trips away from home. There is even a super staff that uses 1 staff of each of the elemental types plus silverwood to make a superstaff that regenerates all 6 Vis types AND adds a level of Potency to any focus you equip on it. So with that staff you should be able to use most low cost foci all day, without ever having to track down a node to recharge.
Speaking of research, another less grindy bit is that it looks like every note is solvable now, so no more making 5-6 notes just to get a decent node layout. It also shows you in the table what a compound aspect is made up of if you mouse hover over it, which is a LOT of help with the way the new system works (since it's based around those combos). Also since you pick what you research next you can for example, start a new world and make a beeline straight for the Thaumic harness for flight, without having to learn how to make a bunch of other random stuff first. It actually feels like
research instead of "random invention I discovered by accident".
The only part that looks more difficult is the essential pipes, to which I note Alchemy golems are basically unchanged AND the new essentia mirrors and ability to label the alembics directly make specialized setups (for automated tasks) actually easier to build, but by consequence the big room o'jars for infusion crafting that much harder unless you use a golem (which is the same and pretty easy).
Lastly. Magic Rocket Launchers. There is a new focus that launches a big magic ball o'explody. Leaves creeper sized holes in the landscape. Don't get to close
Overall, it looks like a big improvement in both mechanics AND content. I think the part I like most is the Thaumometer change. I can't count the number of worlds where I couldn't start TC until WAY into my world because I was missing one of the shard types (usually order or entropy), and thus couldn't scan anything. Won't be a problem next world
Redboss and others who felt burnt out on it before, I really recommend a second look.