Some more details from Game Trade Magazine, kindly typed out by GM_Trader on the Wizards board.
Scout
Attack Bonus Progression: 0, 1, 2, 3, 3, 4, 5, 6, 6, 7, 8, 9, 9...
Class Features (1st): Defense bonuses, starting feat, talent
Bonus feats at 2nd lvl and every even lvl after
Bonus talents at 3rd lvl and every odd lvl after
Class skills (Trained in 5 +Int mod): Climb, Endurance, Initiative, Jump, Knowledge (all skills, taken individually), Mechanics, Perception, Pilot, Ride, Stealth, Survival, Swim
Hit Points: 24+ Con mod at 1st level. 1d8 + Con mod after.
Force Points: Scouts start with 5 +half char lvl (rounded down) at 1st level and every time they gain a new level in this class. Any Force Points left over from previous levels are lost.
Defense Bonuses: At 1st lvl you gain a +1 class bonus to Fort Def and a +2 class bonus to Ref Def.
Starting Feats: Shake it off*, Weapon Proficiency (pistols, rifles, simple weapons)
*must meet prerequisites:Con 13 and trained in Endurance)
Talents: Must meet all prerequisites and no talent can be taken more than once unless expressly indicated.
Awareness Talent Tree:
Acute Senses, Expert Tracker, Improved Initiative, Keen Shot, Uncanny Dodge I, Uncanny Dodge II
Camouflage Talent Tree:
Hidden Movement, Improved Stealth, Total Concealment
Fringer Talent Tree:
Barter, (my preview ends here)
Talent Trees:
Awareness Talent Tree
Acute Senses: You may reroll any Preception check, but you must use the result of the second roll (even if worse).
Expert Tracker: No penalty on Survival checks to follow tracks while moving at normal speed (prereq:Acute Senses).
Improved Initiative (prereq:Acute Senses): You may choose to reroll your Initiative check, but must accept the new roll even if worse.
Keen Shot (prereq:Acute Senses): No penalty on attack roll when attacking target with concealment (but not total concealment).
Uncanny Dodge I (prereq:Acute Senses, Improved Initiative): Retain Dex bonus to Reflex Def regardless of being flat-footed or struck by hidden attacker. Still lose it if you are immobilized.
Uncanny Dodge II (prereq:Uncanny Dodge I, Acute Senses, Improved Initiative): Cannot be flanked. Can react to opponents on both sides of you as easily as reacting to a single attacker.
Camouflage Talent Tree
Hidden Movement (prereq:Improved Stealth): No penalty to Stealth checks when moving at normal speed.
Improved Stealth: You may reroll a Stealth check, but must accept the second roll even if worse.
Total Concealment (prereq:Improved Stealth, Hidden Movement): Any situation that would give you concealment gives you total concealment instead.
Fringer Talent Tree
Barter: May reroll any Persuasion check to haggle, but must accept the second roll even if worse.
A quick look at some Feats:
Improved Damage Threshold
Benefit: You may increase your damage threshold by 5
Normal: A creature without this feat has a damage threshold equal to its Fortitude Defense plus its size modifier (+5 for large, +10 for huge, +20 for gargantuan, +50 for colossal).
Special: You can take this feat more than once. Its effects stack.
Melee Defense
Prerequisite: Int 13
Benefit: When you use a standard action to make a melee attack, you can take a penalty of up to -5 on your attack roll and add the same number (up to +5) as a Dodge bonus to your Reflex Defense. The changes to attack rolls and Reflex Defense last until the start of your next turn.
Normal: A character without the Melee Defense feat can fight defensively while using the attack action to take a -5 penalty to his attack roll and gain a +2 Dodge bonus to his Reflex Defense.
Linguist
Prereq: Int 13
Benefit: Gain bonus languages equal to 1 + Int bonus (min 1)
Special: Take this feat more than once
Martial Arts IBenefit: Damage from your unarmed attacks improves one die step. In addition, you gain +1 dodge bonus to Ref Def.
Normal: Damage from your unarmed attacks is ased on your size (med 1d4).
Special: Anything that makes you lose your Dex bonus to Ref Def also affects this.
Martial Arts II
Prereq: Martial Arts I, base attack bonus +3
Benefit: Damage increases by another die step and another +1 dodge bonus to Ref
Special: As Martial Arts I
Martial Arts III
Prereq: Martial Arts I & II, base attack bonus +6
Benefit: Another die increase for damage and +1 dodge bonus to Ref
Special: As others above
Mobility
Prereq: Dex 13, Dodge
Benefit: You get a +5 dodge bonus to Ref Def against attacks of opportunity caused when you move out of or into a threatened area. A situation that makes you lose your dex bonus to ref Def also makes you lose this.
Pin
Prereq: base attack bonus +1
Benefit: If you succeed on a grappling attack and your opponent fails the opposed grapple chack, your opponent is automatically pinned until the start of your next turn. A pinned creature can't move or take any actions while pinned, and it loses its Dexterity bonus (if any) to Reflex Defense.
Special: You can't use the feats Pin and Trip during the same round. You can use Pin and Crush
feats in the same round, however.
Point Blank Shot
You gain a +1 bonus on attack and damage rolls with ranged weapons at point blank range.
(see table 8-5: Weapon Ranges, page 129).
Powerful Charge
Prereq: Medium or larger size, base attack bonus +1
Benefit: When you charge, you gain an additional +2 bonus to your melee attack roll.
If your melee attack hits, you deal additional damage equal to one-half your level.
MIGHTY SWING
Prereq:Str 13
Benefit: Spend 2 swift actions to gain +1 die of damage on next melee attack in same round. Does not stack with extra damage from Rapid Strike feat.
PRECISE SHOT
Prereq: Point Blank Shot
Benefit: Shoot or throw ranged weapon at opponent engaged in melee combat with one or more of your allies without taking the -5 penalty.
QUICK DRAW
Prereq: Base attack bonus +1
Benefit: Draw or holster a weapon as a swift action instead of a move action.
Looks like they're making a lot of use of Swift Actions.