Yeah here's the list.
+ City management... more interesting building choices and level upgrade choices. City specialization will play a bigger role. Building bonuses will be magnified by resources within their control. Buildings without a related resource nearby will almost not be worth building.
+ Faction differentiation... we're about to see a lot of the current buildings, traits, techs, items, spells, etc., marked unique to one or a set of factions. they'll probably add a few new buildings, traits, techs, items, and spells unique to one or a set of factions too.
+ Diplomacy... this hasn't been touched yet. Supposedly, there will be interesting treaties, stimulating dialogue, and more meaningful partnering.
+ Strategic AI... the AI will begin to specialize cities, cast cool spells for itself and against its opponents, not send troops in a straight line to a rally point so you can't pick them off one at a time.
+ Tactical AI... the AI will stop casting 4 defensive spells on itself before making it's first attack
+ Polished UI... long way to go here not even sure where to start
+ Refinement of traits for leveling heroes...fewer more meaningful choices with a higher likelihood of upgrading certain traits once you start down that track
+ Outposts will get minor upgrades ... scouting +1 sight or sentry +1 militia or economic +1 resource
+ Better balance in tech tree... if Civilization or Magic are to be winning strategies, then there needs to be less reliance on each other
How's that?