-Global cooldowns are now replaced by individual timers
-Powers are instead hotkeyed for quick use, no longer pausing to bring up a wheel and aim
-Dynamic cover system (ala TLOU)
GCD was so dumb for any power-heavy class.
This though....especially the 'access to all trees' stuff....does not seem like it bodes well for any sort of defined role-based replayability if you can swap on the fly.
-Class system is gone; instead you have full access to abilities from all classes, you can mix and match skills from tech, soldier or biotics
-Goal is to allow players to try different approaches to combat without being locked in at the start
-However, you can still specialize once you invest enough points into a category of skills, you unlock a profile that can get you bonuses for your particular play style
-This is where class names like "Vanguard" (invest in combat and biotics) and "Adept" (invest in biotics) resurface
-Invest in multiple categories and you unlock the "Explorer" profile
-There is a narrative reason that allows you to reconfigure your points throughout the game so that you can try out multiple gameplay approaches without making multiple characters
-You can customize your helmet, chest, shoulders, arms and legs, more extensive than previous trilogy
-Many familiar weapons return, as well as new melee options like swords and hammers-