I created a video to reflect on the changes in Omega mode for Rose, with a focus on frame data (start-up of every move, hit advantage, block recovery) and useful hit-confirms. It answers what you need to know to play her transitioning from USF4.
Things of note:
 cr.lp does 20 damage (30) and has +5 frame advantage (+2). This is very big as it now easily links into c.mp (you dont need to go via cr.lk anymore), and it even allows link into cr.hp for big combos.
 cr.lk is the same but chain cancellable, so you dont need 1-frame links to combo them into eachother. Even more strange, it is also special cancellable and allows that from chain (in USF4 you can only cancel from a linked normal, and cr.lk was not cancellable, you needed cr.lp or cr.mp in between)
 sc.lk: has +4 frame (+2) advantage. This makes this move actually useful now, it links into c.mp. It is a good choice if you need more damage then other lights.
 sc.lp: has +5 frame (+2) advantage. This opens up good combos, but damage is down to +20.
[*] sc.mp: has +5 (+4) advantage. That makes it a better normal to link from then sc.mk and finally gives it a use. Link into cr.hp is real damage.
She is now easy to combo with and has some damaging links. Her moves have more uniqueness and usefulness overall. One should think about standing more to create openings.
 cr.mp does 60 damage instead of 70
 cr.hp does 80 instead of 100
 cr.hk is not a hard knockdown
 j.lk does 30 damage (50)
[*] j.mk does 60 damage (80)
This seems to tone down her damage a bit now that she can easily link into these from lights and mediums. For the jump attacks, I do not understand. Perhaps they are better?
 Forward throws does 160 damage (140), but is not a hard knockdown
 Back throw does 160 damage (140), but is not a hard knockdown
She loses setups after throws but gains a bit damage in return. Perhaps the forward throw does allow traps when the opponent quick-rises. To be discovered.
The lvl 1 focus does 90 damage and knocks down. Not sure why.
 LK drill: same damage but longer reach, you can even link this from 4 crouching shorts
 MK drill: does 140 damage instead of 100
 HK drill: does a whopping 180 damage
 EX drill: does 190 damage now, ends up doing damage even after a very long confirm
 EX Soul Throw: starts off with a 4-frame invincible reversal that juggles up the opponent. Works as AA and versus grounded targets.
 LP/MP/HP reflect: knock back less far allowing juggles with Piede or ST
The drills are not only about range and recovery now, but also damage. Only LK drill should be used as pressure, the others need to be hit-confirmed into.
 The strong drills are no longer safe. MK and HK are -7 and very close to enemy. They do not juggle after ST either.
 Fireball is 70 damage (80)
[*] Reflects do only 50 damage which is a very weak juggle opening
Combo into HK drill is the best option now, which requires a hard normal to have hit first. That is possible thanks to her better links and FADC. Other specials are toned down because they allow more options after them.
 LP super: 300 damage as before, but allows ST juggle into 460 damage (or drill into 430). Best to combo with from normal.
 MP super: massive 420 damage, no juggles after. Best to juggle with after drill.
[*] HP super: 320 damage, no juggles. Don’t know the use for this.
The super moves are distinct now, allowing you to maximize damage depending on the combo used. The HP version looks redundant. The damage makes it even more strategic to save for super now.
 EX drill: is no longer a good reversal as it loses invincible frames. This can be killed easily with attacks that have a lot of active frames. Throwable as well.
 EX ST: is a very good reversal at +4, invincible. Very punishable, but may be tricky for some as it moves her over the opponent.
Jabbed punches are at +5 so you can easily confirm out of two jabs into a medium or hard and then cancel that one. An alternative is using crouching lights to break high guard, which is now easier to link into c.mp (engine-wise, not frame-data wise) or can simply go into LK drill itself for minor damage.
Alternatives are to use c.mp as opener and directly go into medium or hard as a combo or frametrap, then end with either fireball (on block, or on hit then FADC) or drill (on hit).
She finally has more to her than either close MK or crouching LP to start off with (she also had setups using c.lk and c.mp as starter but this was hard to do well).
I think it is a good thing that cr.hp is no longer the move to go to for everything. As it is 80 damage now, the better choice is close HK, a move that had no use before. The trade-off is now simple: if you have time use close HK (+7 startup), otherwise use cr.hp (+5 startup). The latter is a lot easier to do after a FADC then close HK, but it is possible.
 Counter: seems like a +3 invincible move, usable as reversal. Needs to bet on high/low like Gouken does. If done well it provides +4 frame advantage but creates some pushback. Go to moves seems to be c.mp. The EX version has further reach.
 Toward MP: has very long startup (+12?) but provides for at least +5 frame advantage. This is essentially the same as hitting a close MP, as it provides same advantage and position. You can go into big damage from there obviously. Looks a moves that may be useful to frametrap with and perhaps catch backdashes.
Check out the USF4 Rose guide as well: https://www.youtube.com/watch?v=lHDFrvQzvF0