A couple really big ones:
reloading guns/mods continues through gate and cloak, meaning you just have to start it before you cloak or jump and it will still continue, also cap boosters start reload at the beginning of the cycle, not the end, so it gives you a little more wiggle room/speed for cap injection.
Some major citadel changes are inbound.
T3 Cruisers Got "Balanced" Went from 5 subsystems to 4, so some things got combined and nerfed or modified. In general they got a bigger signature, lower resists, slower align, and the nullification sub gets 1 less low slot. They also in general have more guns and DPS/potential DPS and racial differences are a little bigger as far as tank, logi, etc. Thre are more bonuses to heating or just using certain module types than before.
The other big changes dont revolve as much around the basics or PvP in regards to NPSI. Biggest of those is refineries in place of POS for moon goo. Now a chunk gets pulled into space by the citadel/refinery and blown up then mined in space like normal rocks. REactions for the moon goo now happens like industry, in the indy window in station with a blueprint, not in a POS. There are also lots of new NPC things in hi, low and null, if intereseted look up FOBs or shipyards, they drop faction loot, or NPC capital BPCs.