From what I've seen it looks like much of the problems plaguing the scoundrel in the previous game are still plaguing it. I'll list some here.
1. Backstab isn't a dagger feature. Backstab is the only reason to take a dagger, and essentially the defining and most necessary piece of a Scoundrel build. It's a talent tax.
2. Backstab only affects daggers and knives. There is another rogue weapon, blackjack. While most melee users can swap out weapons for better options against certain enemy types. Scoundrels are stuck using a weapon highly sub-par against skeletons. If there's long stretches of almost only skeletons, it's going to be an issue again.
3. Guerilla. This is by far the most egregious offender. A scoundrels bread and butter in any game is the sneak attack, it's the basis of the archetype. So for daggers to be the single WORST sneak attack weapon seems like a serious oversight. It's all about percentages, and daggers have the smallest AP cost, meaning sneaking before striking doesn't provide them ANY damage boost over just attacking again, in fact, it's generally a damage loss. Compare this to a big two hander that's getting a much larger damage bonus, both if you sneak during combat, or if you sneak to start combat.
4. Mobility skills. Mobility being baked into the passive bonus is nice, however, the fact that cloak and dagger is a higher cost tactical retreat, with a longer CD AND a downside is a bit silly. Placing smoke down at my initial point might be thematic, but all it's doing is obscuring my allies in smoke, making it more difficult for them to back me up. Now, smoke at my arrival location would be useful, cutting off my enemy from his allies and making it more difficult for enemies to target me.
Those were my primary complaints from the previous installment. Not to say I won't be purchasing the game if they aren't fixed (I certainly will), but it would be nice if these were addressed (especially Guerilla).
As a brief unrelated side note, it'd be lovely if Witchcraft (now Necromancy) could get a related trait.