Grappling has changed a lot. A loooooot.
-The list of actions is bigger.
-There are now pins, which work sort of like submission holds used to but are a little bit weaker, as well as submission holds which now follow their actual meaning and involve disabling a person through pain or choking. This particular change I'm still slowly rewriting in, so if people are perusing the rules and spot a thing that needs to be changed from Submission Hold to Pinned, feel free to leave a comment there or send me a PM or something.
-You now no longer take no damage from your own AoE attacks, and they've had a ton of rules clarified and actually written down rather than just assumed. Such attacks automatically miss, dealing 1/4th damage or less depending on skills, but if you're in a grapple you take full damage just like anyone else.
Dodge is now random, and it, attack rolls, and grapple rolls now use a ton of d10s instead of d20 + something. Speed was changed to a static number that scales linearly with Body to a small degree. Resistance was split into 3 stats relating to each primary stat. This is the change that is most obvious.
Swimming, flight, and general positioning in combat have rules. Movement is more important and simpler, and moving through occupied areas has three rules, Tumble, Bull Rush, and Overrun.
EV now reduces Dodge, unless said EV is from shields. That just wouldn't make sense.
There are many more penalties to Base Casting, including being within melee range of two or more enemies.
Attacks, both against HP and against PP, have minimum amounts of damage they can do. Resisting pleasure has been fiddled with a lot, and the way that DR and AV interact has been expanded upon. AV now has three different types; natural, worn, and magical, and some abilities treat them differently.
Ranged attacks work mostly the same, though ranged weapons have been changed pretty significantly since the time skip allows for a lot of technological advancement. Ranged increments now also reduce damage, however.
Various optional rules have been introduced, including AoE attack mishaps, locational damage, ranged attacks getting penalties for movement, DBZ style power battles, and probably more that I haven't thought of yet. I'm currently pondering magic duel rules allowing two casters to interfere with one another while simultaneously casting spells at one another.
DU now applies double against attacks that aren't directly targeting the armor, and damage against armor is reduced by its AV, making armor a good bit more durable.
There's a mutation counter. It goes up to 18, and starts at an amount depending on your race's starting status. Naturally Warped starts the counter at 3/18, Warped at 6/18, and etc. You can take the Mutated Flaw, now Mutated X, up to that many mutations without increasing the counter.
Many Flaws were made such that they can't be taken for Talent credit as easily. Fetishes, RP Flaws, and similar easily abusable things can now no longer be taken en masse to grant your character more Talents.
Pregnancy rolls were switched from the d4 to the d20.
There's a lot more stuff. Really, there's just a lot more stuff pretty much everywhere. Every list is bigger, to one degree or another. A lot of old things have been changed too, expanded on, clarified, or given new options.
Mounted Combat.
Buffs with multiple attacks have been nerfed. Taking multiple attacks per round now reduces damage bonuses based on the number of attacks.