I'm just gona cut-n-paste from a response on this subject I sent to a friend of mine:
*Streamlined dice mechanic. Seems like it will go much faster -- especially with the advice strewn liberally throughout the text.
*Magic seems more scalable. Time and play will determine whether this impression seems true. Still ugly in the right hands, but not as unbalanced, feast-or-famine, potentially overwhelming from the get-go as in previous editions. "Mystic Adept" quality is underpriced, IMO, though. Losing Astral Projection for gaining access to adept abilities shouldn't equate to a 5 point savings.
*Melee combat -- after 17 years they finally fixed the broken fraggin' melee combat rules. Really looking forward to their combat book and advanced rules for Martial Arts add-ons and such.
*Tech seems more believable without sacrificing playability. (But, see comment on magic and first impressions above.)
*Monetary pricing on gear seems more sane now. I can actually see the suggested prices for pay-offs that have floated around the last few editions working now. No more cybered combat monsters barely sliding by on SOTA upkeep funds while living on tap water and ramen noodles.
*Interesting details in the history section. Not just on the changes in the five year jump (RIP Captain Chaos), but the little (trivial) details here and there that didn't make it into previous histories.
*Contained (i.e., finite) skill system and attributes. Reminiscent of the modified WOD rules used in Adventure, Trinity, et al. Since I'm a big fan of that particular variant, no complaint here.
I'll refrain on final judgements until I actually get a chance to run the thing.