I had SupCom2 uninstalled for the last couple months. I just never played it. The other day I found out about the DLC, and it was on sale for $2.50 so I decided to go for it. The DLC and the last couple patchs since I last played it help the game a lot, although the first is still without a doubt a better game.
Personally I don't mind the new art style all that much. No, it's not as impressive as the first, but if it allows me to huge battles on giant maps without too much of a hit on performance, I'm OK with that. Unfortunetly, you can't really have huge battles on huge maps any more, so the performance boost is pretty much worthless. As others have mentioned, the maps are so much smaller than before. I loved Seton's Clutch before, now tiny. The giant 81 km x 81 km maps that literally took some units half an hour to cross are gone (granted, those slowed your computer down like none other, but damn they were fun).
There's a lot of new experimentals that in theory are pretty cool, but because of the way SupCom2 treats experimentals they're rather forgetable. The DLC adds some very interesting ones, but I'll get to that later. They just lack the sense of accomplishment awe that they had before. It used to be that five Fatboys could probably get you through all but the most hardened defenses and you'd probably do a lot of damage to their base. Now, five Fatboys might get to fire on the opponents outer defenses, but they would have to be playing terribly if you got any farther than that.
And there's the fact that they're a much smaller investment. You used to have to dedicate a large portion of your economy to them, have lots of engineers assist, and they took a very long time. An unassisted Tech 3 engineer took something like 2 and a half hours to build a Mavor (you could certainly find ways to make that faster, but still). In SupCom2, I'm not even sure that there are any that take over 6 minutes. The same can be said about nukes.
As I said earlier, the patchs and DLC help a bit. Some previous patch changed the economy to be a bit more like SupCom1's. It still isn't flow-based, but you can now queue up construction without having the resources, which is so much better than before. The DLC adds some new maps, one of which is almost big enough to be reministent of SupCom1. It also adds some new experimentals, most significant of which is the return of the Monkeylord. Unlike the ****ed-up remakes of the Fatboy and Megalith, it is actually the Monkeylord. It looks almost unchanged from SupCom1. It's also probably one of the strongest, and the closest you can get to a SC1-style experimental.
The Cybrans also get this thing that redirects incoming nukes and sends them back at the launcher, which is a lot of fun. The UEF get an experimental shield generator, a naval destroyer (rather useless IMO), and mobile, deployable artillery (which I haven't used much yet because most maps are small enough that regular artillery works just fine and on the bigger ones my allies always nuke everyone before I can use it). The Aeon (I refuse to call them the Illuminate) get some new toys too, but I'm not really sure what they are because I never play as them because the bad puns annoy me too much.
Overall, SupCom2 would, by this point, be considered a solid game IF it wasn't Supreme Commander. It is not worth the full $50 I paid for it when it came out, but its full price in now something like $15, which would make it worth it, IMO. As Zehdon said, I hope that SupCom3 is more similar to SupCom1 than SupCom2, because 2 is not what Supreme Commander should be like.