All the changes in 1.05 seem to be directed towards (mostly Crescent)Nanaya's mixup game.
Nanaya always had a decent mixup game,but from my point of view,what hurt him the most was the lack of good non-risky setups to actually make good use of it.
Before 1.05 he could setup mixups(which consisted almost entirely of fastfall which way's) from either a ground throw,214C(teleport grab),corner 623BB,corner 214b(which is not guaranteed since the opponent can tech).As you can probably tell,the damage was subpar for all these options(even the non-guaranteed ones),and if your opponent read some of them,you were looking at 50% of your life gone from a punish combo.
Now with 236C being comboable after,it presents Nanaya with alot more opportunities,not only does he get decent damage combos into a hard knockdown,but he can also make anti-air 236A really dangerous.BE22B can also be used for mixups,the new change making it quite hard to block if setup correctly.The removal of the rebeat penalty from fastfall was just the icing on the cake.
I think they noticed Nanaya was lagging behind.From MBAC to MBAA PS2 he was pretty much the easiest character to learn,but the hardest to win with at any competent level.