Well, it's here. Here's the short list of what's listed here:
- No limits
No Force - you just decide on parameters (damage, radius, etc.) of your spell before casting it
Edge is reset each scene, has new effects, gained by assuming a superior position over opponents
Situational modifiers are gone - I have a feeling that CGL tied that into edge and almost everything that used to give clear-cut advantages in various situations will now award edge
Matrix is different again, no marks - you just see the device and hack it
Recoil is basically integrated now, bursts deal more damage but are harder to hit
No Drain Resist - you take the difference between Drain Value, modified by whatever you decided to do to your spell, and subtract your Spellcasting hits from that. Take what remains (if anything) as drain. Depending on drain codes, this will either be a full Magicrun edition or a game where a mage can't really cast more than 5-6 spells per run
Counterspelling is passive and is based off Spellcasting with no special skill
Healing is limited to 3 per day per category: Magical, First Aid, Medkit. Can be applied in any order, too
Vehicle rules changed again - since there are no limits, there's no need for dumb 5e vehicle stats