Since that was with a brew, that means those are the capped potency values. We don't yet know the scaling rate, so we can't comment on how quickly they reach those caps, though. If it works similarly to how the currently formulas are set up, this can have a significant effect on 'typical' potency values across the different spells.
However, in addition to straight mp efficiency, you need to also look at effective mp efficiency. That is, include the effect of Light Arts and Orison+2 pants.
Code
Old Cost New Cost Old MP Eff New MP Eff Old LA Eff New LA Eff Old LA+O Eff New LA+O Eff
Cure 1 6 5 5.00 8.13 5.00 8.13 6.67 13.00
Cure 2 17 15 4.38 6.04 4.77 6.59 6.18 9.67
Cure 3 32 25 4.57 7.39 5.00 8.10 6.56 13.60
Cure 4 58 48 5.11 7.33 5.63 8.06 7.76 13.44
Cure 5 82 83 6.00 5.78 6.64 6.39 9.88 9.40
Cure 6 148 155 5.02 4.45 5.56 4.93 7.70 6.52
Note: Old Cost/New Cost columns are with Light Arts and Orison +2 pants figured in. Costs used for other efficiency columns not shown.
In raw efficiency, Cure V used to be the best (6.00), but now falls behind all lower-tier cures by a fairly noticeable amount. Still, that's only a slightly loss compared to before, and it gives the spells that can actually accumulate hate some sort of upside.
Factoring in Light Arts shows basically the same effect, since it's just a fixed reduction in base spell cost.
Once you look at the effect of Orison pants, however, the relative shifts are significantly more pronounced, both on the upswing of the lower tier cures and the downswing of Cure VI. Most lower-tier cures become fully twice as efficient as Cure VI, and Cures III and IV are 40%-45% more efficient that Cure V.
Of course if you look at the current relative values, Cure V is 25% more efficient that Cure IV, and 50% more so than Cures I-III.
For whm, I'd really only have complaint with Cure VI. It's already a bit of a joke to use, being horribly inefficient, and they managed to make it a good bit worse. For the other spells, I'd say a choice between MP efficiency and enmity generation/time efficiency is a fair trade-off. It's no longer a waste of MP to cure in smaller amounts, either.
For sch and rdm/sch vs whm, it would be comparing the "New LA Eff" column with the LA+O Eff columns. The spells available to them are now in the ~8 hp-per-mp range instead of the ~5 range, which is a tremendous step up. It also puts them pretty close to the current whm's LA+O efficiencies, which gets ~8 for Cure IV and 10 for Cure V.
Sch's no longer need strategems just to be in the same general vicinity, efficiency-wise. Without strategems they'd be a bit weaker than current whms, but with strategems they'd be substantially better than even the new whm values.
I'd say the only thing they really screwed up was the Cure VI cure amount. It's gone from "not generally worth it" to "desperation move only". I suppose they may be trying to push from the Cure V/Cure VI alternation to a Cure V/Cure IV alternation, which gives a decent amount cured with good efficiency, but starts hitting whm harder on the enmity side.