Having run and dodge as the same button makes sense. They're both evasion. I would personally like see a more instantaneous and speedier run used as primary evasion, with slight contextual animations, removing the roll, and then also have the jump button there as an alternate way to evade, like when there's a low attack or hazard. The benefit would be that you'd still be able to attack and parry while dodging. I find invincibility frames cheap.
A bit convoluted for something (switching hands and defending) that was simpler before.
What if you want even more control? I'd like to be able to assign items to buttons instead of scrolling through five or ten items with just Down. I've often selected the wrong item because of that inefficient system and overshot the one I wanted, which meant I had to scroll through all of them again. Another thing I think Dark Souls could really benefit from is a reverse camera button, one of the reasons being that the lock-on system greatly limits what you can see and another being that turning the camera all the way around might not happen fast enough. Although, with a mouse, the second problem would barely matter. And what if a game like Dark Souls had crouching (as another way to dodge hazards, make yourself less visible and enter low spaces) and fewer weapons with different types of attacks, like thrusts, vertical attacks and wide attacks? Chivalry is clever at this, using the mouse wheel for thrusts and vertical attacks. You can do it with a controller, but it would be more complicated to pull off. Zelda allows you to do that when you're holding Z (targeting), but you can't hold the stick button (targeting) in Dark Souls. That would be uncomfortable and probably damage the controller.
I disagree. It's slow and uncomfortable. The thumb wasn't made for dexterous movements, but for gripping things with the index finger. The small radius that the stick can move means you'll drag the camera much more than with a mouse. It IS inefficient.