I kinda agree with Dragon, flinch is no fun whether you're the gunner or the saberist. Restrictive mechanism are no fun, if you want to swing around your saber then you should be able to.
Flinch isn't consistent enough to stop the mindless swings anyway. Usually jedi still just swing until they get the kill or die, and very often it still happens that a jedi just trades HP for a kill (maybe 1 flinch happens), and cause of superior DR jedi comes out with more HP of the exchange than in previous builds without flinch.
And we can't really call it mindless swing as the jedi doesn't really have any other choice sometimes. In theory the gunner can just stand still cause with perfect aim he'll just flinch the jedi, he's untouchable, the only way for him to die is if he runs and gets pushed. So he won't run, then what can the jedi do about him? Retreat, just hold block and jump(best option), cheese with mt/speed/grip/lightning, try deflect, push even though it won't work? It's natural that many jedi will just swing anyway, they don't really have a better choice for attacking. And in theory they get flinched (or interrupted if swingblock) 3-4 times and die. But that's not a common experience in real gameplay, cause flinch is unreliable and people don't have perfect aim AND random deflects/saber getting in the way of the shot while swinging. Random deflects/blocks while swinging are a big issue in the game btw, imo they're one of the reasons why jedi vs gunner can feel inconsistent, but that's off topic here. So back to the point, in the end the jedi is rewarded with a kill for a stupid decision. The result depends on the guns too, as Dragon mentioned, with cr3 it's very easy to flinch so against cr3 jedi/sith really shouldn't go yolo swinging, but against let's say e-11 it's definitely still a good option. You may get flinched once or twice but you still can get the kill or retreat thanks to DR and low block fp drains in many situations.
Overall whether flinch gets removed or not, I'm fine with it.
But removing it is a step backwards so we could say then why did you even implement it in the first place? Someone must have believed in flinch, that it would serve a good purpose in mb2. I don't like the idea that we should just return to a previous state of the game, it's not like the knockback system was perfect, it's one of the reasons why someone came up with flinch in the 1st place.
Probably I'm on the side of try to improve flinch, but I'm not sure how to go about that. Maybe what if you could get flinched only once in an engagement by giving flinch a 10 second cooldown? After all the main purpose was to give gunner protection against close ambushes that are unavoidable, right? 1 flinch is already a big help but at the same time gunner can't be like "I'm just gonna stand here and flinch you to death if you try to attack me.", he'll have to move. I can see drawbacks with this, I just tried giving an idea.