Looks like a nerf from my perspective. Sure, the 2% extra from maxed fealty is a nice way to reward people who already do cap, but it isn't a strong enough incentive to motivate new people to cap. The +2% per week simply isn't really worth an hour of the subpar citadel skilling XP (at least 50% slower than other methods).
For example, let's say you play 40 hours a week. Out of these 40 hours, you spend, say, 35 hours gaining XP conventionally (not doing dailies etc). One hour will be worth 1/35≈2.9% of your total XP gained. Meanwhile, the citadel hour will be half of that (~1.45% XP) + 2% buff. This crudely means that the incentive to disrupt your desired gameplay and go cap is a meager 0.55% extra total XP gained. Perhaps it's more beneficial to lower levels, but likely still very marginal.
Ultimately, there are two incentives to cap:
1. To help the clan out. Currently, if the citadel is maxed, it doesn't make a difference if you cap as long as upkeep is maintained
2. XP gained. From my perspective as a warden, I will be getting less XP for more work, as I currently technically don't have to cap.
Personally I don't really care, but I understand the efficiency point of view and I really doubt this will make an impact. They need to boost citadel skilling XP so that it's at least as good as the best training methods. More importantly, they need to add a way for us to progress citadels beyond current limitations; something that brings the clan together in a joint effort.