I have to confess that that last reason is the only reason I use them. I would add pre-DBx rules from WRG to the list of rules they borrow from – the evade rules are more or less identical to later (6th or 7th ed) WRG. I may be wrong but I think they predate FoG.
I will say straight up that I have enjoyed the games I've had, which have broken along drought of having an opponent other than press-ganged stepsons. But there are a couple of things I find irksome.
Having to place an ambush marker (which can be fake) seems particularly perverse. I would wager that every ancients player here can think of actual battles where an ambush came as an *actual* surprise, rather than eliciting a reaction of, "Ah, so that's what was hiding in there".
No recoils seems a very radical shift for no apparent benefit. How do you replay the recoil into bad terrain of the legionaries at Pydna? Recoil is a very simple (and well attested) phenomenon to include. I really cannot understand why it is not present in these rules. It makes the game much more static than it would otherwise be.
The new version encourages flank attacks by heavier rather than lighter units. Physically this may have some merit, although I think the psychological impact of being hit in the flank was probably more significant. Importantly though, it suspect it could lead to ahistorical deployment, with heavier mounted on the flanks, although I don't have enough experience with the rules to be certain.
I did have an odd situation in a game where I had a local superiority (two xystophoroi vs one cataphract at the end of a line. I was able to break off the facing element and charge with the flanking element, continually hitting the cataphract in the flank until it was destroyed. It seemed odd and completely implausible. I was told by an experienced player that I had hit on a good tactic.
My brain hurts calculating PIPs each bound. Roll a dice. Add for the general. Halve the number, round up, add one for the general again. Gives a range for a basic general of 2 – 5. Is that really worth all the mental gymnastic (I'm sure I'll get better at it) when an average dice (or a d4+1!) would achieve more or less the same? The idea of less PIPs available (compared to DBx 1-6) is admirable but DBMM simply solves this by having more PIP penalties. I don't know.
I feel like I'm being picky so I will end by reiterating that I've had fun in the games I've played. I wish my group used DBMM since that's my preferred system but they don't and I'm getting games. My Ptolemaic Egyptians are getting back out on the table for the first time in ages, so that's got to be a plus!