I think it's worth pointing out that the hawkguard is, IIRC, the only dedicated archery Archetype in Path of War to date, and the Defensive Focus works excellently with the Snap Shot line: You get to threaten adjacent to you, Improved furthers your ranged threatened area, and Greater gives you a decent damage bump. I'd nominate it for a fourth star, myself.
Also, I've compiled a non-comprehensive list of maneuvers which have been altered:
Spoiler
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Broken Blade
Shards of Steel Strike: Does negate DR in long form.
Steel Axe Kick's daze duration is 1d3 rounds.
Golden Lion
Golden General's Attitude scales up to +5 (1 per 4 levels)
Iron Tortoise
Iron Shell: Should maybe get another star due to the fact that you actually get a Shield Bash + Shield AC, rather than BAB+Shield AC, unlike Steel and Adamantine shell
Enduring Shell: This only works against Fortitude and Reflex saves, so it doesn't stop mind control.
Enraging Strike: now does an unambiguous +10 damage, the will save is easily stackable, (I have it at 19 at level 4 on my Vanguard commander, which I think is decent), and the bonus to hit is now a -2 penalty to hit you.
Shell Defense has been definitively renaged Defensive Shell, and now it's Shield Bash vs. an enemies attack roll (not specified melee, ranged or spell!) against an adjacent ally to negate it.
Tortoise Defense: Now grants DR 20/-, which at least would merit 2/3 stars, I'd think?
Snapping Riposte: Now it's a Shield Bash vs. their attack, and if you beat theirs, you get an attack with your main weapon. The opposed attack roll implies that it negates their attack, but by RAW it doesn't.
Turtle Knight's Stance: Moving makes you give up the stance, but you can retake the stance as a swift action.
Shell Shock: The damaged got bumped 2d6, but 6d6 is still maybe a bit low.
Snapping Turtle Rush: This can, strictly speaking, render prone creatures which are immune to trip, unless I'm mistaken.
Steel Shell: This is actually less likely to negate an attack than Iron Shell, but gives you DR when it fails.
Cyclonic Shell Crush: The extra damage dice got almost doubled in the main book.
Glorious Shell Shock: Got another 3d6 damage
Adamantine Shell: If this didn't give enough DR to swallow almost any attack, I'd count this lower than Iron Shell. Lost 10 DR in the main book.
Scarlet Throne
Scarlet Zweihander: Got a makeover to Scarlet Einhander, and only works when wielding a weapon on one hand. Also now scales.
Scarlet Eye's perception: Strictly speakimg, this stops you power attacking, would not take.
Blade of Perfection: This no longer auto-threatens a critical hit.
Riddle of Steel: Damage got upped to 10d6
Primal Fury
Shoulder Rush: Has a pretty long shelf life, even after you get Improved and Greater bull rush, considering how high bull rush DCs can get.
Disparity blow: Gained a damage bonus, which sweetens the deal.
Meteoric Crash got a name change to Meteoric Collision: And a d6 of damage and a +4 to the bull rush, but still not great.
Blade of Fury: Loses the to-hit bonus, but it gets channeled straight into damage (IE, double IL to damage, no bump to hit)
Meteoric Crash: Gained a to-hit bump, but to hit wasn't the problem.
Wrath of the Primal Hunter: Got nerfed into the dirt. Lost 6d6 daamge and the to hit bonus.
Thrashing Dragon
Talon on the Wing: No longer exists, seemingly. It has been replaced with Leaping Dragon, which is swift action movement, in the form of a jump with a +10 acrobatics check, and you count as running up.
Sweeping Tail: Has had a damage buff, and , after a bit of parsing, is actually two attacks, one of which is a UAS.
Vicious Swipe: This does 3d6 and dazes for 1d4 rounds, making this strictly better than Dazing attack
Tail Slap: Bonus damage dice got doubled, maybe kicks this up to four stars? It also takes a bit of reading to get, but this is actually two attacks, at full BAB, on only one of which is a UAS
Steel Serpent
Body of the Night: Got a buff: +4 to hit and +1d6 damage against enemies who are flat-footed or enemies who are denied dexterity. Unfortunately, not to flanked enemies.
Fading Dodge: Not only does this now negate the damage entirely, it gives you a free dirty trick attempt.
Iron Fang: This has only been buffed! It gives a +2 to the DCs of poisons or Pranas delivered with this strike.
Steel Fang: Also got a boost, +3 to DCs of poisons and pranas delivered via this strike.
Spitting Cobra Stance: Got something of a buff: It now increases the damage dealt by
poison by 1 per die, including ability damage die, and increases flat damage by 1. So, sting of the viper goes from 1d6+2 charisma damage on a failed save to 1d6+4 charisma damage.
Adamantine Fang: Like it's predecesors, gets a +4 to DCs of blah blah.