Random Thoughts after a quick read-through:
Hmmm. No radical changes to the core dice mechanic, there. Not suprising, but it seems somewhat...overly broad to me, now.
Character disads are recommended at 50% of starting points? Holy Moley! That's a serious step-up. I have no idea how well that would work in practice. Imagine a 500 point Supers character with 250 points of disads?
Variable cost for the attributes! Big change, there. ST and HT are cheaper than DX or IQ by 10 points a level (ie. 10 vs. 20). Hit points are now based on ST, not HT, and Fatigue is based on HT, not ST. Interesting. Basic speed is HT+DX/4, not ST....am I misrembering here, or does it look like HT and ST have been swapped in a lot of places, function-wise?
No Eidetic Memory, I notice.

Point values are much more open-ended...there's a clear acknowledgment that 100 point campaigns may not be the norm, and it doesn't appear to focus as tightly on caps to some advantages. All the resistable disads now fail on a flat roll...clearly an attempt to avoid abuse. Mixed feelings on that, I suppose.
Skills now default to generics, it looks like, and no defaulting to other, similar skills. Not bad I suppose, but the defaults were something I rather liked...knowing that someone with a doctorate in calculus could do simple math fairly well. Easier to follow, though....and now, there's only three categories of skill difficulty, not four (no Very Hard).
Some new damage types, instead of the classic three: burning, impaling and small, normal and large piercing? Ah: Impaling is for melee weapons like a sword or rapier, while piercing is now for ballistic weapons, like a gun. Interesting.
Combat: Move speeds are modified by THIRDS? Ugh. Combat is still second-by-second, something I grew to really dislike. I never had a combat that lasted longer than 20 seconds, with one exception, in 15 years. That bugged me. Modifiers are spelled out much more logically, now. Some features are now version of the same manuever, instead of separate ones. Very clean layout, which is an improvment.
Damage: for lite, it looks like there are no hit locations, just general damage. I assume the regular version will still have the damage locations system as per the third edition.
Overall thoughts: Not bad. Mostly just a simple cleaning up of the rules, with some minor changes...but nothing radical. Mostly just some bug-fixes, and a little rewiring. Removing the Very Hard skill category and making DX and IQ more expensive than ST and HT is the only major changes that I see. It certainly won't invalidate that back catalog of supplementary material much, if at all. No real temptation to go back to GURPS, based on this. It's a better GURPS, but I'm no longer the big fan of that system that I once was. It's great for some things, though, and I might pick up the new hardbacks to enjoy flipping through them.