Board and Strategy gamers tend to come apart at the seams when propped up next to a WISG roll or a heroic feat. It's really hard getting them to adopt the concept that they're not playing to
win the objective, as much as they're playing to win at having the most fun. I have a friend who I got into brikwars that spends every game he plays trying to munchkin out a heroic feat that will give him the hands-down best strategic advantage possible, which sometimes gets a little boring because it drags everyone else's turn down while he's trying to think of something new for THIS turn, while I'm more apt to save my heroic feat as a response action if I can't immediately think of something awesome to do with it. Then again, he might be having more fun than me, so who am I to call myself right?
Anyways, the short summary and big changes:
*Body Armor now costs 1/2 move and makes your guy super clumsy, but ignores one die of each type from each weapon - even an overskilled grenade won't scratch an armored guy (but it WILL knock him down...).
*More weapon types, available in hand-weapon, 2-hand weapon, and size-based siege variants.
*Fewer 1d6+1's, more 1d8s.
*Overskill
*
Better Superpowers
Overall, I think it's a significant improvement and is easier to learn than 2005. In playing it, I've noticed a lot fewer instances of "Oops, I forgot that this guy's armor gave him an extra 2 points but he died 2 turns ago" since all abilities and effects of things are significantly more noticeable and substantial. I'm waaaaay past 42 words, but since you asked about them in the title, squads also no longer cost an action to form up: units can join or leave squads willy nilly, so officers are getting some ability to bump up the whole squad's skill a die level in combined actions.