So I've had a little bit of time playing with the new update. There's no real organization to what I'm going to put here, it's just going to be a pile of thoughts and first reactions. As always, this is a first reaction so a grain of salt is inherent.
The campaign changes were cool. I like how the second map has the enemies now zerg rush you once you finish setting up. In my first playthrough of the third mission I didn't notice any glaring changes in it aside from the graphic overhaul, though I'll probably play it through a few more times to see if anything stands out.
The new textures are awesome and the buildings are a huge improvement. It's cool to see how the concept art has been incorporated into the game. New sound effects are also great, though there are still some volume balancing things that I noticed with some sounds seeming a little bit too loud.
As for buildings and new textures, it'd be nice if there was an easy way to tell who controls a bloom site when you're looking at it. Right now you have to click on it and see who's name is attached to it or look at the minimap. This is also true with the mines at the moment. I absolutely love everything about the mines, but with the colors only down on the very bottom of the legs it is hard at a quick glance to tell who's mine it is, especially if there are servos or drones in front of it. Last critique on the mines would be to make some sort of cue that the game has registered my build order for a mine, as right now I have to sit there for a second and wait for the mine to appear before I know that the game has actually heard my command. Either an audio cue or something like a foundation or holographic projection so I know it is building. I mentioned before that I think it would be cool if the mine spat out an unfinished package when you blew it up, but now that I've seen the bloom packages you can have scattered on the ground, it would be cool if a package would crash into the ground and make one of those when you blew up a mine. Gives you some instant gratification for blowing up the mine.
One final building comment is that the mega turrets either have always had four barrels and I didn't notice before, or it's a new thing, but the four barrels firing with only 2 projectiles looks a little funny.
Super happy to see a new map, even if it has some issues. The AI doesn't put up much of a fight, and pathfinding tries to walk you through the holes that run between the walls so you get stuck having to micromanage pathing around them. The biggest issue though is the ridiculous amount of pressure you can create by spamming spawn from the cage. I did a T3 rush by strip mining all of the nodes on the map and having the drones and other servos break bloom and got an army of bloomspawn out that tore through the enemy base without an issue. If the same tactic was pulled against me, I'm not sure how I'd be able to defend against it. Between the cage being indestructible and the fact that these bloomspawn have no population limit and each type produces simultaneously with the others only serves to make them even more broken at the moment. Once I hit T3, I can just QWERT over and over until I win, no servos even required.
Fists, despite the new variations that I've found, all still seem to suck. I am trying to find a use for them, but they are just so weak still. I can equip a 10 dps fist with the founder head and it still is out damaged by everything. I also just picked up a shield that gives the fist bonus damage but even that doesn't do much to help its case. Also, I found a healing fist that can heal a target for 10 hp every 10 seconds. In the time it would take that fist to fix literally anything, I could walk my army back to a beacon, heal everything I have fielded, walk back across the map, and restomp the other team. I think fists could stand to take a role similar to what I've used pistols for - lots of fast attacks to proc effects. However, with an attack speed of only normal, they are far inferior to this task than pistols and still outdamaged by swords. I haven't actually gotten a drill-spear so I can't judge it compared to those yet.
Body parts providing armor is awesome, as it now makes my elemental weapons even better since they will go around the natural armor of enemy servos, loving it so far, though it sucks to have my sword/shield heavy armor servo torn apart in 3 seconds by enemies with acid rifles.
Really digging it though as it adds a real use for the non-regular armors since those are now glaring weaknesses in your servos normally. That said, armor stat generation is kind of messed up as my highest armor piece, besides the founder gear, is a common body that dropped with 4.6 armor. I actually got an epic body in my second crate, but it has only 2.4 armor so that's kind of a bummer. I was hoping it'd have a separate effect like the Early Access body with the armor and crit bonus.
Gameplay-wise, I noticed how completely differently the game plays without infinite drones running around. The AI doesn't have the insane field presence it used to, and it is now a lot more important to use your servos in a smart way. I really like this, though it seems that the way it is now, a single drone should have more presence. Now that we are sinking resources into these drones, they can't fill the same role as cannon fodder like before. When I'm tanking a turret or drawing the aggro of bloomspawn around a node, I'm losing resources now. With the cost of drones as it is, until late game it's very difficult for me to justify building drones that I know are probably going to be thrown away resources. I don't need it to the point where 2-3 drones can pick off a servo, but would be nice if they didn't die in hordes to everything that looks at them funny. I forget where it was mentioned that you wanted drones to be a workhorse early game and fall off late game as the servos grew in power, but right now they are too expensive to use early game aside from the free ones you start with.
The new abilities are cool. The higher tech levels are obviously better, but it is also useful to have more abilities overall for more firepower. However, the addition of more abilities does seem to leave weapons and parts without abilities at a severe disadvantage due to the large amount of bonus damage generated from having two abilities to cycle between.
So, this is everything that jumped out at me in like 1.5 hours of playing today. I'll probably disagree with half of this in a week like last time, but this is how it stands now.