Freddy's reworked power conntrols could use a change
While binding the teleportation to holding the secondary power button and using the snare/pallets by holding the primary power button maintains the spirit of old Freddy (and such preservation should usually be commended), it cause two major points of friction for the player:
Both snares and pallets are bound to the same action, and have to be switched between them. This can often "fumble" the power by forcing the player to keep track of the selected one (not a hard task, admittedly, but one nonetheless) and, upon failure of doing so, will cause the player to cancel the power use to correct themselves. A similar situation could be seen with the Knight (selecting the wrong giard for the job), but Freddy's power unlike the Kight's is much more timing dependant, often resulting in the loss of a chance of use altogether.
Additionally, binding the switch between snares and pallets with the initiation of a teleport can cause similar problems upon accidental use (I especially sometimes press buttons longer than necessary by accident), but unlike the short inconvenience of using the wrong power, a mistake with the secondary power will initiate a now-uncancellable two animation for a teleport, that at best will cause an unfortunate cooldown or at worst will send Freddy to the opposite side of the map along with the aforementioned cooldown.
In short, fumbling your power buttons can lose yourself a chance at a hit or the chase altogether. In order to reduce such instances, I'd recommend taking a few notes from more recent killer releases, like Dracula's excellently designed controls. This would of course distance the latest rework from the previous, but I believe it is a worthy sacrifice.
Ideally, the teleportation ability could still be activated upon long-pressing the secondary power button (maybe even featuring a slightly extended grace/cancel period, say 0.75 seconds total). Freddy's other powers should be instead gated behind him raising his left hand by keeping pressed his primary power button; Once this state is fully charged, the secondary power button should allow Freddy to place and detonate pallets as normal (maybe even allowing him to chain mustiple placements/detonations without repeating the charge animation, balance permitting), and the lunge key should release the snare and return freddy to normal.
With this setup, each action would have a distinct and dedicated command, allowing for a more streamlined "muscular memorable" experience. Thus, it should reduce attrition between the use of the different powers, and limit at the minimum the disruption caused by accidental teleportation. As a nice addition, it would even decanter the HUD by the removal of the now-unnecessary power-switch fisplay that is currently between the selected power display and the teleportarion display.
TL;DR Move primary power usage to a different state by the use of a long-press button, and isolate the teleport control to reduce accidental use
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