Yeah, but unfortunately it also means that 98% of art are going to be useless. It is great for those that can play that tiny little niche, but not for anyone else.
Also, high tier art are not anywhere near as overpowered as low-mid tier.
So... now crappy arty player are going to be crappier than good arty players. I don't see why this is a problem. Those arty players who used to play back when tracers were in will have a leg up for a bit, but the general arty playing populace will clue in to the fact pretty quickly and start to learn how to deal with it, and even do it themselves. As this is not a new feature, there are already a lot of guides out there teaching the basics of counterbattery. It isn't as if they are adding something to the game that only some players will be able to accomplish due to faster than average reflexes or something.
Most people complain about arty being overpowered, and/or too many showing up in one match - well, counterbattery is a great way to address both concerns. Arty doesn't get nerfed, and all the bad feelings and possible balance issues that come with nerfs are avoided. Instead it gives arty another ability that is only usable against arty. The more arty that are in a match, the more dangerous it is to just sit and throw out shell after shell. Arty are also forced to make the decision to move or stay and risk it to throw out another shell from the same position. It makes arty more fun to play, and it reduces the actual effectiveness of arty in a way scales with the number of arty on the map.
It is a great change that addresses many of the concerns about arty without smacking anybody with the nerf hammer. I really don't see why you'd quit over a change like this - I've been wishing for tracers to come back ever since I came back, and until recently I was an arty player myself.