I guess you're talking about traction rather than friction. I do feel the difference too even if it is very slight. I agree wholeheartedly and I think even when hooking tees it should get back to the previous balanced value ; the decrease of hook duration was enough, having the two at once was an overkill which now makes the hook not dangerous and boring. Also, the hammer nerf is useless now, since it's virtually impossible to actually hammer someone with the new hook traction strength.
Add it that shotguns now have a longer range and speed and fire rate, and grenade launchers a better fire rate, and it makes the balance of Teeworlds 0.5 very different (and in my mind unbalanced and unfunny). It is sad that the new shotgun was thought as a mean to allow it to be used when chasing: now I see it used by the flag-holder to prevent enemies from following him (so the exact opposite of the purpose of the new change). Previously flag-holders used the grenade launcher for that mean, but it required good aiming and it was avoidable (yet very hard, especially without sacrificing speed). Avoiding the new shotgun shots in this case is just not possible.
So I do not like the gameplay of 0.5.0, the hook feels like it's made out of marshmallow, and weapons are a lot stronger (the improved firerate is a result of latency reduction but it still does change balance). Unfortunately, after discussing it with matricks, it looks like the next gameplay change and balancing won't happen before 0.6. I think I'm going to start playing Instagib in the mean time, at least there the balance hasn't changed (not that there is much to balance in instagib).