This is the key stuff, including some older changes. You'll see the full list in the formal errata document release tomorrow. Nothing new has been added since the work that was done in this thread, except for order of operation bits (where precisely to round and whatnot).
Offensive Special Ability Factor Table (Ground Units) (p. 139)
1) Under “ARTX-#”, Factor Value column, change Damage × 4** to Damage × 6**
2) Change “CNARC” to “CNARC#” and its Factor Value from 0.5 to Ability Rating × 0.5
3) Insert a new row for IATM#/#/#. Its Factor Value is “Long range damage value × 1”
4) Under “IF#”, Factor Value column, add the following: IF0* = 0.5
5) Change “INARC” to “INARC#” and its Factor Value from 1 to Ability Rating × 1
6) Change “SNARC” to “SNARC#” and its Factor Value from 1 to Ability Rating × 1
7) Insert a new row for TSEMP-O#. Its Factor Value is “Ability Rating x 1 (Max 5)”
8) Under “TSEMP#”, Factor Value column, change Ability Rating x 1 (Max 5) to Ability Rating x 5
9) Footnotes section, replace the ** footnote with the following:
**If the artillery delivers damage expressed by a slash, multiply the first (Inner) damage value by 6, then add 3 points for every point of second (Outer) damage value, plus 3 points for every 2 full inches of blast radius beyond 2”. (For example, a single Long Tom artillery weapon—Damage 3/1, Radius 6”—would receive a Factor Value of 27 [3 × 6 = 18] + [3 × 2” over 2” = 6] + [3 × 1 = 3] = 27).
Offensive Blanket Multipliers Table (Ground Units) (p. 139)
Remove “Any C3 Special (other than C3RS)”
Defensive Special Ability Factor Table (Ground Units) (p. 140)
Under “CR”, change its Factor Value to “0.25 (only if the unit has 3 or more Structure points)”
Defense Factor Modifiers Table (Ground Units) (p. 140)
1) Under “Unit’s Best Move Rate”
Unit is Jump-Capable
Change to:
Unit is Jump-Capable*
2) Under “Unit’s Type and Features”, change the Type Modifier for “Has Stealth Armor” from +2 to +1.
3) Under “Unit’s Type and Features”, replace the “Has Mimetic Armor” entry with the following:
Has Mimetic Armor (LMAS Special) +2**
Has Mimetic Armor (MAS Special) +3**
4) Replace the footnote text with the following:
*Apply only if the unit is infantry or has neither of the following: TSEMP (TSEMP-O does not count) and a Damage Value in any range bracket higher than 0.
**Apply only if this value is higher than the unit’s total Movement Modifier. If so, this value is used instead of the total Movement Modifier, not in addition to it.
Step 2a: Calculating Defensive Interaction Rating (DIR) (p. 141)
Under “Defense Factor”, replace the first paragraph with the following:
Using the Defense Factor Modifiers Table on page 140, find the ground unit’s total target modifier. To do this, first find any applicable Type and Feature Modifiers. Then find the unit’s Movement Modifier (not including any jump-capable bonus). If the unit has more than one Move rate, use whichever provides the highest total bonus; however, never use a jumping Move rate over a non-jumping rate, even if the jumping Move rate is faster and/or provides a higher modifier.
If the total is either 1 or 2, multiply the result by 0.1. If the total is 3 or higher, multiply the sum by 0.25. Whatever the result, add 1 to find the unit’s Defense Factor.
If the total is less than 0, drop the negative and multiply the result by 0.1. Subtract the result from 1 to find the unit’s Defense Factor. For example, a unit with a total target modifier of –1 would have a Defense Factor of 0.9.
Step 3: Determine Unit’s Final Point Value (p. 141)
Replace the first paragraph with the following:
Once the Offensive and Defensive Values for a ground unit are known, add them together to find the unit’s Point Value Subtotal.
Certain capabilities (or lack thereof) can drastically alter a unit’s battlefield potential. The following PV Subtotal Modifiers alter a unit’s cost to reflect this. Each modifier is applied to the PV Subtotal at the same time, only after all applicable modifiers have been calculated (i.e. they do not rely on one another, and so can be performed in any order). Round each modifier to the nearest 0.5.
Agile: Take the unit’s Target Movement Modifier (not including any jumping modifier). If this is 2 or higher, then multiply the unit’s TMM – 1 by the unit’s Medium range damage value. If the unit has no Medium range damage value, but has a Target Movement Modifier of 3 or higher, then multiply the unit’s TMM – 2 by the unit’s Short range damage value. Apply the result to the unit’s PV Subtotal. Otherwise, no additional cost is applied.
For example, a Dasher Prime has a TMM of 4, and a Medium-range damage value of 3. As such, it applies an extra [(4 TMM – 1) x 3 Medium range damage] = 9 points to its PV Subtotal. A Dasher H has no Medium range damage value. However, its TMM is 4, and so a charge of [(4 TMM – 2) x 5 Short range damage] = 10 points is applied to its PV Subtotal.
C3: If the unit has NOVA or any form of C3 other than C3RS, add (PV Subtotal x 0.05).
Brawler: If the unit is armed, has at least 2 inches of Move, and is not equipped with any of the following special abilities: ART-# (any type), BT, C3 (any type), ECM (any type other than LECM) or NOVA, then it may modify its PV Subtotal as follows.
Step 2: Determine Unit’s Defensive Value (p. 142)
Delete the “Threshold Value” paragraph and replace the Armor Factor paragraph with the following:
The Armor Factor of an aerospace unit equals its Alpha Strike Armor value. This is multiplied by (1.3 + (the unit’s Threshold * 0.1)); if the result is higher than 1.9, reduce it to 1.9. If the unit has the BAR special, divide the final result by 2.
Step 2: Determine Unit’s Defensive Value (p. 144)
Under “Movement Factor”, second sentence
If the unit possesses a Thrust of 10 or more, add 1 additional point to this result.
Change to:
If the unit possesses a Thrust of 7-9, add 0.5 points to this result. If the unit possesses a Thrust of 10 or more, instead add 2 points.