Ok I think I've put in enough time in the build to get a decent opinion on the changes so far.
Ships I've flown:
Aurora MR
Sabre
Avenger
Connie
First of all let's go with the helmets, the default one for some forsaken reason has that chin piece which obstructs panels and is a general eyesore. I did a bunch of the ICC missions and bought the good looking medium armor which has a clear view even through the chin piece is about the same height as the standard according to the mannequins:
As far as HUDs go, there are aesthetically good looking but still fail to communicate information to pilots. In the Avenger weapon heat, boost fuel, target info, ship, info is all restricted to 3 HDD panels with the 3rd being so far down you can't get a look at it in a pinch. So there is still a critical lack of information. The Connie though, I felt was the opposite, where are not enough differences in MFD choices so you will end up with 2 redundant screens. In Elite the radar disk doubles in asteroid fields as a collision sensor showing an augmented view of asteroids. I'd like to get something similar to help maneuver the larger ships where you can't look around the sides to gauge how big it is.
As far as flight mechanics I feel somewhat vindicated in my pre-patch assessment. The main problem again is the acceleration and rotation rates. The speed cap is inconsequential if I can go from 0-max-0 in about 6 seconds. It makes the nuance of throttle and energy management non-existent and I can correct anything by applying boost. AB feels really funky to playing with it, the gulf between the to cruise speed and the top SCM speed is so wide in some ships (~150-~850 in the Avenger) that it feels more like coming to a complete stop once out. Also I don't know if it's me playing a lot of Elite but decoupled feels a lot more neutered than before, a lot more like regular flight than it did before.
The biggest point for me in this patch is gunnery. Gunnery, gunnery, gunnery. In the game where they want you to use cannons and lasers against other ships at close range it needs to communicate the feeling the firing and feedback for landing hits. Also receiving hits needs to be something that is communicated a lot more to the pilot outside of panels. Like I can go up against a pirate cutlass and and just turn and shoot, shoot, shoot for a long time with no idea of how much and what damage I am doing it gets very boring. CR said he wanted to more emulate WW2/WW1 style of dogfighting then he should play some of those games to see how they communicate damage. Wounding ships needs to be far more prevalent after the first couple of hits, things like smoke trailing or visible part damage off of ships. I also don't know if it is a bug, but shields don't ever go down, they always show when making hits even right before a ship explodes. Also there needs to be error in the shot spread, having a static beam of shots all landing in same exact place, again makes it look and feel boring in combat. The ship should shake when they fire and have a certain amount of error in the spreads to it communicates you are firing massive weapons. The gunnery aspect also applies to SM, there is very little recoil and the sound and feel of weapons is weak. Takes away the whole "slow and tactical" feel they want to have.
Another thing this patch does is rip the band-aid off the IM and gimball problem. It is now a complete disadvantage to not use it.
Seriously whatever control you use please PLEASE take a moment and lock gimballs and activate relative mode for a play session. It is an entirely different game which exposes how poorly the flight mechanics are and the complete lack of fine maneuvering. This is it for CIG IMO, they need to finally address this and make the same game for everyone regardless of what device you use.