I wouldn't say underwhelming. The others have major changes which perhaps provoke discussion; the rogue's had a straight up power upgrade. As I said, I think the changes are good.
There's now almost no reason to play a Str-based rogue. Which is fair enough, because that's more or less what a slayer is for. This means that rogues are now even more SAD than they were before - dumping Str has no consequences.
There are more options to get sneak attacks - dim light, smoke, etc - so more traditional rogue tactics don't actually invalidate the class now. But the basic mechanic hasn't changed - you need to be flanking or catch them without a Dex modifier somehow.
(As a note, all of the rogue archetypes still work, so you can still play a Scout if you want the extra sneak attack flexibility).
The Dex bonus to damage, though, means that they've got a bit of a boost when they're not sneak attacking. So they've been thrown a bit of a bone there.
Debilitating injury at 4th level means that you can put negative conditions on opponents. You have a choice of three, one of which explicitly compensates for the rogue's low BAB, and another which compensates for a low AC (and there's a talent which lets you do both at once).
Two-weapon fighting from level 4 is therefore a much better option.
The skill edges also make sniping easier, so ranged is a better option until level 8 (when missing out on the iterative attacks starts to put you behind the damage curve). But the Finesse and damage bonus don't apply to ranged weapons (although debilitating injury does). I think playing an exclusively ranged rogue isn't significantly easier than it was before, but playing a switch hitter might be better.
I don't think this rogue is a straight up hammer. Instead of doing massive amounts of damage every round, it looks to me like they're intended to do medium-range damage and apply negative conditions.
Using the stamina rules also helps them, because they can get Combat Expertise without Int 13 (so you can...
I love the concept of the rogue as a debuffer or strategic combatant. That said, I'd also be interested to see how these boosts affect their damage, etc.
Something in me wants them to be that medium track--not a King Damage class, but a more utilitarian one with strategy, and sneakery, built in, in an interesting and fun way.
It's for this reason I was thrilled when the rogue was effectively "split" into several classes. For too long, it's seemed as though folks were arguing for "master of x" role (see: slayer, swashbuckler, investigator), but there were too many things the rogue was "supposed to" be the master of.
The rogue wore too many hats, and didn't have its own identity--yet, many conflicting ideals over what it SHOULD be.
Regarding some of those concerns, I really would <3 to see a damage comparison to the fighter, slayer. The rogue mostly hurt for accuracy and opportunity; it looks as though both were aided and dependencies reduced...how did it change the other numbers? Any discussion, here?