I already own everything you've printed, but I will be interested to see the differences.
Here's what I can think of off the top of my head ---
> Added a few new rules relating to character creation to encouraged balance. For example, a character cannot have two abilities that reduce the same skill to 0 dice.
> Added some new Abilities and updated some old Abilities. For example, Nerves of Steel no longer requires discarding. And some changes are fairly meaningless but have been nagging at me over the years - so Short Blast is now called Short Burst.
> Added some new Perks and updated some old Perks.
> For Associates, we added a few new Abilities and added a new rule to make Associates easier to use.
> Terrors were renamed “Epic Characters”. Otherwise, I think we only updated one Epic Ability.
> We redefined who is “ready”. This was done to make it easier to identify and to broaden its scope a little.
> The -1 Shoot penalty for running-and-shooting is now limited to your own activation only. This removes the need for using counters and/or trying to remember it later on.
> The “normal” way to determine a peril challenge is to draw it from the top of the deck. And we removed the rule for “extreme perils” – so there is one type of peril.
> Added rules for a “difficult areas” to provide more options and variety. For example, a difficult area is only perilous if you are moving fast.
> Added rules for "obscuring areas" to add more options for being in cover.
> Added and expanded rules for conditions – such as impaired, hindered, and exhausted.
> Updated and clarified rules for Bursts. Normally, a burst takes effect and is then removed – rather than lingering until the end of the turn. In addition we clarified how bursts are placed.
> Updated Stealth to make it easier to include in scenarios. For example, going into
hiding is now an action - instead of a
full action.
> Updated some assets/resources.
> Updated some of the optional weapons kits.
I'm sure I missed something but that covers a lot of it.