The item that let's you transfer a miscast is just completely vital to a slann now. Soul of stone is actually kind of also worth it. Expect to miscast every game.
I played two games today using the book that was at my local store, and I found wide-sweeping balance changes that were good all around. Wodd elves, surprisingly, got a very large buff. The rank bonuses granting stubborn is critical, but I found that when running units of 20 saurus and 12 skinks+krox it just wasn't enough. Frequently, a unit of dryads would stomp on the faces of 8-9 skinks per turn and leave me without rank bonuses, and losing very badly.
The war banner now allows you to re-roll ALL psychology that you fail, basically giving everyone the imperial banner by default. Also, kroxigors can stomp from the back rank, which is hilarious. Further, spears do in fact give you an extra rank, but it counts as a supporting attack, so you only make one attack. This is still pretty good though, if you have plenty of guys. Honestly, I think it is now a very good idea to run saurus warriors in a unit of 25, maybe even 30. I ran a unit of 10 Temple Guard on their own, and they basically never got a rank, and lost some attacks from combat. Honestly, I think 15 men is super important for nearly all units, as it gives you a buffer against casualties.
The "thunder Stomp" is pretty nice, it gives stegadons and, in my case, Tree-men, 1d6 hits at base strength at initiative Always strikes last.
The big thing is terrain, this was critical for lizard and wood elf armies in our games. Woods now don't slow you down, but are dangerous terrain for cavalry that march through them, more so for chariots. However, skirmishers in woods are stubborn, and ranked units cannot count their artificial stubborn from more ranks.
Rivers, including ponds and lakes, aren't dangerous, but prevent marching through them. They also deny people the ability to have rank bonuses. Units can't count ranks in a river.
Marshes are super important, they are dangerous terrain by default, though they don't slow people down, and they are DOUBLE dangerous for cavalry and chariots.
It is critical to note that skinks and co. are immune to the effects of Rivers, Lakes, AND marshes, so a skinkxigor unit in a marsh will have 1/6th of a unit charging them die to dangerous terrain.
Also, Great weapons can now be +2 Str from horseback, as far as I can tell, and javelins are range 12. Javelins, however, may now fire stand and shoot no matter how close the enemy is, but have long range penalties.