Having played GG/BB/MB would definitely make it easier to pick up AH than those that haven't played those games, but it's still a different game of its own so I would approach it with a new attitude.
The biggest learning curve, in my opinion, is how to effectively space and position yourself using homing. But this might actually not be as bad for AH3 since you get free homings from neutral state.
The mind game involving clashing is pretty deep as well, since there are so many ways to initiate clashes as well as so many options to take after clashes.
Also, on a vaguely related note, Valkenhayn's wolf cancels are somewhat similar to homing cancels in AH. At least for combo sequences like 236C > 9D and j.214B > 5D/9D.
Yea, I actually kind of forgot about the jc'able 2E (I never mained anybody with Wind so forgive me). That is definitely great too, plus the quick fall and the boomerangs. Seems like it's the definitive Arcana for Schar, just like Kamui + Gier and Catherine + Wind.
As for the Evil Arcana, the super teleport just doesn't seem to be as useful (or rather, cost-effective) in AH3 due to the fact that the Arcana guage and the Homing guage was consolidated into one. I still think it's great for characters that can incorporate 2[E] into their combos and the poison effect off EF for everybody, but I really dunno what to say about the super teleport either.