I can't rewatch ATM, but from memory:
Vehicles seem cool! The quads were running over dudes, there are rules for collisions and squashing dudes on the ground. There are also special vehicle rules that allow them to move and shoot in one activation at half speed, and lose control if hit (we didn't see much of the new flavor dice but I'm guessing they work a bit like skid dice from Gaslands). They didn't get too granular with vehicle rules but they look like way more than just mobile turrets.
It was a new scenario, players tried to capture a limited number of fuel nodes. You spend a double action to get a fuel point, but you have to roll on it. On a 1 it explodes like a frag trap.
They played with a weather condition that reduces visibility to 18" and makes all weapons count as Long Range. This seemed to keep close combat pretty viable.
They also played with a low fuel mechanic where vehicles can sputter out if they roll a 1 before moving.
Nomads seem cool! One guy had the Charge Caster which is essentially a rocket launcher with a 6+ ammo check. However, a buddy with a backpack full of rockets can hang out near them and give them an automatic reload.
"Blast" rifles/pistols do not seem to use blast templates. They have the "shock" keyword, and possibly other stuff. Mono-hook is a melee weapon.
The fleas are fast and agile, and have tactics cards to give them more mobility. Side note: the article from Monday (?) says instead of being a vehicle the Helamites count as Wargear and give the rider the "mounted" keyword. I'm wondering if these can be used indoors/underground. Either way, pretty cool. I don't think we saw anyone knocked off a flea yet though.
They made 1400 credit gangs, and at a glance it seemed like that's about what the Orlocks would have run without quads. so I'm thinking vehicles are added without spending credits at gang creation. Maybe you add them based on gang comp, like something from Kill Team. Maybe they have their own budget, or are rented (kinda like Hired Guns), or maybe they're just dirt cheap for some reason. Time will tell, but it seems like (just based on budget and comp) you'll be able to bring your same crew into the hive or the desert without a lot of adjustment. Again, this is just my personal conjecture.
Quick side note...NOBODY PANIC! I think they forgot/misplayed the Pinned rules because sometimes they pinned on a hit, sometimes on a wound before the saving roll, sometimes only after a save roll. At first I was like "o snap they nerfed pinning", but I do not believe this is necessarily true.
That's all I can really think of in the moment. The presenters kept it pretty simple, and it seemed like they both genuinely had a blast.