I have spent some more time looking at the change and testing the effects and I think it is 100% correct this way. (except you missed the after outConnections) I tested both dynamic Selector and Sequencer in various situations. Using “i < lastRunningNodeIndex” as a condition in both Selector and Sequencer is quite an elegant way of making sure you reset all connections that need to be reset.
The attached Sequencer examples now work correctly. In the first example, the left connection keeps evaluating the entire task list. All of the tasks in that action node finish in the same frame, so the sequencer will keep running the connection on the right side.
The second example is a bit more contrived, but the point here is that the MouseOver condition is now reevaluated when the right side connection of the dynamic sequencer is running. (If you remove your mouse from the object, the light stays on as expected)
Of course, there may be some fallout due to this change as some code might (intentionally or unintentionally) depend on this behaviour, so you’d propbably want to add a note about it to the change log. I found at least one thing in our game that broke and I remember I spent quite a lot of time getting that part to work, because I couldn’t figure out what the problem was. I suspect it will be easier to fix the issue now that the behaviour is consistent.