Finally a UI redesign. Cool. More content and polish, cool.
Unexplored rooms are blacked out and you can no longer just see every unexplored space and everything in it. Scouting is useful now and Divination spells are hinted for later.
Then the negatives:
Shove is still a Bonus Action and has a ridiculous distance.

Now you can Shove/Frenzy Throw AND Throw the same target into lava or a pit on the same turn. If you fail that one hit kill attack, hey just try again! (I'm sick of this OP stuff that ruins combat).
Throwing goblins is cool but it seems more powerful than weapon attacks. A single throw did 8 points of damage to the goblin thrown AND the target for a total of 16 AND got rid of the one that was attacking the character. Larian throwing all balance in the wind again in favour of spamming the latest gimmick. It's really cool to be able to do that, and it's
really lame at the same time for being OP and making normal weapon attacks redundant. They should contain their excitement and try to make things more balanced.
Stealth is still
completely broken. Nick's character FAILED a stealth check against Phase Spiders, but then just used Hide again and went completely undetected with Phase Spiders doing nothing. Both Barbarians stealthed right behind an Ettercap that
did not get a Perception check to hear them. It's still all about exploiting the narrow vision cones and turn based mode with Dash. You don't need any investment in Stealth. Full Plate, 8 Dexterity = 100% success to sneak.
8 Intelligence non-spellcasters were still casting spells from Scrolls like a Wizard and Swen was excited about it. They even left Gale far behind. Why even bring a spellcaster when anyone can cast whatever, right? Do not like these changes to D&D that dilute the classes. I can see them later saying "it was fun and we decided to leave it in" and completely ignoring the fact that if you really want to use scrolls, you can easily multiclass for the ability.
New magic items with "when below 50% HP, stuff happens" or "when you jump, stuff happens" and item sets. Personally I do not like the gimmicky designs. Who the hell would design an item or weapon that
only works when you are hurt? Sorry for being blunt but the nonsensical conditional gimmicks are just stupid. I see nothing wrong with a Long Sword +1 that has a name and a cool story. Maybe abilities with charges or other perks that
make sense! Sets is a cool idea though.
Short Rest is still just an insta-heal button they could use while sneaking through spiders.