My main character is pretty much the same as in previous version
-Team and all the loadouts are pretty much same too. Only changes being that Emilia wields precision rifle with lower AP requirements and I've given Ray pistol with double tap attack instead of upgraded revolver.
(If build works I'm not usually going to break it.) I've got access to higher tier items dropped by bosses, but those don't quite fit to my play style.
-Had much rougher early game this time with Sam and allies occasionally going down. Had to use more trauma kits too. Probably because I only found Ray on day 9 or so. My other characters were initially kinda squishy.
-Thanks to new overwhelm status and more goons on the battlefield churchers were no longer complete push overs. They also started to field weapons and specialists much sooner.
-More enemies on the field means that I've had more use for crowd control (grenades, shotgun cone and explosive stuff on battlescape) than in previous version. I've also used more smokes to cover my advance to ranged enemies.
-Generally enemy specialists seem now much more common, which is good because more challenge and because intelligence about enemy underbosses and rackets seem to be more common from specialists.
-It's now much easier to get intel about lieutenants and rackets. I've taken out 1 lieutenant of all gangs and same with rackets. Racket fights seem to be no tougher than normal street fights.
-Greater effect of bypass skill on the distance which unit can tactically redeploy gives opportunity for characters with high levels of it to start combat
right behind you. I think this is welcome change and fits into the game.
-No game breaking bugs or crashes encountered.
edit.
-I'm still playing on Vigilante difficulty for testing purposes.
-Enemy turn resolution is faster (or I haven't run into that particular situation which causes AI to think over 1 minute again)
-Enemy grenade usage is competent, it will punish player for concentrating troops in one cluster whenever possible