Well, if old Euripides weakness was a lack of healing, this one sure makes up for it! Getting Frozen Vigor helps him use The Old Ways a bit less painfully, he can heal for pretty decent chunks with his melee attack and Absolute Zero can heal him and the gang decently. He seems much more like a front line tank now, able to trade hits and heal up.
He definitely won't be able to make as many Ice Pillars, though the Hoarfrost trigger will help you create a bunch in one area. Can help wall off a chokepoint or actually block sight from your chunky boys.
Aetheric Gaze seems very AP efficient if you can get an Ice Pillar near it (should be easy enough, just bonus action first if there isn't one) and gives him a decent threat range of around 20" (10 from him, 10 from the ice pillar by your target) which makes up for the fact that he lost his teleport a bit. Amusingly, old Euripides would probably prefer the ranged attack and this new one would prefer to be able to teleport in.
Avalanche seems a bit... just ok. I guess it can help you get your models through Ice Pillars if things get cramped but a TN13 Mv duel isn't the most threatening thing in the world. Situationally, it could be awesome, but most of the time I think I'd be using his other actions more.
Hepatomancy seems like it will be pretty good when fighting kicks off. You're getting a rune token every time a Savage model suffers damage, if things are going bad and you are taking hits, you'll get more of them to hopefully help sway duels in your favour.