You can’t delete verts/Faces in a UV Map. That is true of all software. You can temporarily hide them(H) and unhide them (Alt+H), or move them (G) or scale them down to 0 or really small (S). Remember that UV Maps are just a 2D layout of your mesh. Now if you’re using UDIM you can separate them into different textures, but they still are part of the same UV Map.
All the principal nodes were updated, both under the hood and in its presentation/layout. Some things were renamed to make it clearer since somethings were misleading. Also, Cycles has been revamped, and the default color management profile has changed. That is why it’s commonly said to adjust materials based on what you see and not by matching numbers exactly. This is a hard one for me, because I’m very much a match the numbers person. I’m also more technically minded. That’s why video editing, rigging, and TD are easier for me than modeling and the dreaded sculpting. I’ll finish the sculpting course someday. With that said, Sticking with one version does add an additional layer of anxiety and frustration, but can also be very rewarding. Especially if you like those spot the difference puzzles.
Blender is under major development. The Everything nodes project originally was to be completed somewhere around 2026, but do to new projects (I’m looking at you layered animation), new tools (for example cloth sim brush in sculpt and brushes as assets), and technical difficulties it has been pushed back.