The cooldown on the interrupt vs 6 or 8 seconds for other classes makes it still a half **edit** skill.
Removing sticky grenade from the AP cooldown was AWESOME though.
Actually, the only interrupts that are baseline 8 seconds are only usable from 4m away. Shadow's is 10m but has a 12s cooldown that you can spec down to 10 in the Infiltration tree. The only interrupt that's 6s is a Watchman Sent specced into it, and it still has the 4m limitation. Having a 30m range on it is more than worth the extra 4 seconds.