Sad to see that pop-in is still there. It was awful whenever you drove some of the vehicles in Ground Zeroes, and I think I would prefer the 30fps version of the game with less pop-in, and more/better details in the distance :| Although, 60fps version controls beautifuly most of the time, which reminds me - I'd like to see them drop that system of automatically crouching when you're near low cover - let me crouch if I want, or get spotted if I didn't crouch in time (I'm not sure if that's still in TPP, but it was there in GZ, and it was a slight annoyance).
Also, fulton seems overpowered. Yeah, it costs some money, and it won't succeed every time, but still - Snake found some diamonds worth of 36.000 GMP, and one fulton recovery costs just 300 GMP. And yeah, I'm aware that diamonds are rare, and that we have no idea how much Motherbase upgrades and other stuff will cost, but even if fulton recovery fails, you can still clear enemy bases with it, which seems to be too easy, especially combined with Reflex mode*. And as people already mentioned, it's kinda immersion breaking when you see (and hear) fulton recoveries all over the place, while enemies are not reacting to any of it.
I did like some of the new moves, like diving out of the cardboard box, and shaking your prosthetic hand to attract attention (I really missed that in GZ, where we could only use empty ammo magazines to attract attention**). Motherbase looks interesting, and I can't wait to see what can happen when enemies attack it. And Phantom Cigar is a great way of speeding up time, especially with that ability to see guards changing shifts in real-time. Also - love the horse stealth! Even though I'd like if enemies paid some (more) attention to the passing horse, since it seems that they were oblivious to it in that early part of the demo. Which leads me to my next point - am I the only one who thought that enemies could've reacted more/better to Snake here and there? That horse stealth is one example. Him moving in the cardboard box is another, and better one - it seems to me like enemies only reacted to it when they saw it moving in front of them, and not while it was moving in their peripheral vision. Maybe if they were more sensitive to sounds...
And one more thing about fulton - I'd really like if they restricted it somehow (for example - give you limited number of fulton baloons, which you can then upgrade or find more of them in the game, like other weapons or ammo).
In short, I like what they have shown, but I want to like (love) it much more. Some systems seem kinda overpowered from what they've shown, and from my experience from Ground Zeroes.
* - Yeah, I know we can turn it off, and I still haven't played enough of the Ground Zeroes with it turned off, but when we do turn it off, we're left with that... I won't say awful, but certainly worse detection system than in some of the previous games. I'd really like if they went with MGS 3 detection system (disclaimer: I'm not 100% sure if it was like this, but even if it wasn't, the next part seems better to me) - when one guard sees you and shouts, let him alert nearby guards, but don't let him instantly raise the alarm in the whole base. Give guards radios like they had in MGS 3, and let us shoot the radios to disable reinforcements.
** - If empty ammo magazines do return, please, please make them somehow limited. I really have no idea why they were unlimited in GZ, but now that I think about it, maybe because we didn't have any other means of attracting enemy attention without exposing ourselves too much.