After a handful of games, I think I nailed the biggest issue Aatrox actually has.
Before you ask: No, it's not the clunk. I actually don't find it that bad with a bit of practice. Numbers idk. I usually do decent damage and can make up a pretty good aggro-soak/off tank. These have been personal experiences from the jungle and I've had both good and bad games with him. (I've played around 6-ish games getting a feel for him with one being a meme game with my pals) With all that said, I think I've found the main complaint:
Q2
With Aatrox's Q, both Q1 and Q3 seem to have logical places: Q1 is your catch-out/poke tool that (if you land) to start your combo. Q3 is your most reliable Q but also your shortest range. So the question is where does Q2 sit? What Riot -seemed- to shoot for was the middle ground: Not quite as long as Q1, not quite as reliable as Q3 but your best tool for knocking about multiple targets and also the widest swing.. The problem is that in execution it doesn't work so well.
Q1 can set you up but Q2 will be too short to hit them. So you go "Oh so I should E-Q to hit them right?" Well, because Q2 is too "long", you'll likely miss it and be too close to them (Which sets up for Q3). Then you say "Ok cap, so I should E backwards to hit with the edge there right?" In which case you're out of range for your Q3 which may also suck because you could have used two Es by then.
Q2 is also important because it's the lynchpin between Q1 and Q3, both of which I don't find bad at all. Because of this, Q2 ends up feeling even worse and causes your other abilities to suffer. It's also the one I've found requires E the most, regardless of if I'm there or not.
To fix this for the future, I wouldn't do much: Either give it 50-100 range or remove 50-100 range. You'd think the removal is a nerf but bear with me. By removing the range, Q2 becomes more of a middle-ground between Q1 and Q3, which makes the advancing E follow-up easier and leaves you in a better position to Q3. In adding range, Q2 would become more akin to Q1 and allow you to attack from a similar range. (Quick Edit: I'm not good at ranges so I assume 50-100 shouldn't be too big. The goal/intent is to make it match Q1 better due to the curve of Q2's arc.)
All that said, I'm going to keep practicing and see if Q2 feels better with more playtime. I certainly don't want this buff tomorrow and I still want to give it some time to set. Anyways, that's just my thoughts from someone who played both old and new aatrox as well as the biggest painpoint I've had in playing him. (Jungle trox is fun though!)