Welcome to the New ID book thread.
What do all the changes up to for us? Well...
Common Rules Changes:
Frenzy is quite relevant. It makes Disciples of Lugar, Kadim Incarnates and the Kadim Titan relatively prone to charging enemies that are placed close to them, which means baiting frenzied units just became more of a thing. So they'll need to stay in the BSB bubble until you move them close enough to the enemy that you were definitely going to charge next turn anyway. On the other hand, no forced overrun helps them.
Paired Weapons is also big for Lugars - OS5, OS6 with the Banner of Shamut, can let these angry little guys get a lot of hits, and ignoring Parry makes them even better than before at butchering would-be tarpits.
Line of Sight had a relevant change; The Lammasu can now hide behind our monsters. Avoiding getting shot is good, and makes a Prophet on a Lammasu a potentially interesting mobile spellcasting platform.
Also, Spears: Spear Hobgobs might be scary now. Enemy Spears? Ugh. This is going to hurt - more AP is bad for us, a race with good armour. Do consider taking "Hobgoblin Sea Guard" though. It's funny, and not that expensive.
Shame about the loss of Volley Fire though. That's going to hurt Hobgoblins a lot - they'll need a lot more space on the battle line.
Pyromancy took a hit. On the other hand, it's still good at dishing out a lot of S4 hits, our racial spell makes units flammable (which makes doing flaming hits to an entire unit very worrying, no? ) and gripping hand: it probably deserved the hit.
Occultism got a lot better. Specifically, it ditched that super-garbage spell in the middle of the Lore. Also, being able to reliably get the spells of your choice means you can count on being able to cast the 5+ ward spell...
Alchemy is similar to before. Of course, it was pretty good before, so who's complaining? Particularly since 2.0 is a general buff for the reliability of magic.
Also, two mage combos are interesting now - because you get to *pick*, dual Prophet lists can (f'rex) take both +2 AS and 5++ as buffs for your big bricks for a relatively small investment, and thus more or less rely on getting one of the two off on your big brick on demand.
But that's just scratching the surface, really. Go forth and experiment!
Witchcraft (Lammasu, remember) is a little worse for us. No +3 March attribute any more. Still, Raven's Wing is nice (surprisingly fast dwarven advance!)... potential!
There's a lot to explore here. I have my theories about what will be good to field, but who knows? I definitely think the ID-specific items are a good haul, but there's good stuff in common items; in particular, getting Regeneration on Infernal Plate is just cheeky, and being able to enchant a Great Weapon makes for some heavy-hitting magic item options.
We somewhat focused our redesign on enabling a play style that didn't work very well: Gunline. Icon of the Inferno makes the magic phase that much more destructive, the new Weapons Teams are much, much better than old, and the Rocket Battery is great at winning shooting wars and being reliable (which we need from our limited Barrage points).
Also Blunderbusses. Not sure how best to use them, but there are a few approaches to try (Banner of the Relentless Company or Flaming Standard, f'rex. Or MSU BB spam.).
On Hiatus. Want to see my Ogre Badlands Terrain?