Well the introduction of the Strategy Phase and magic spread across the turn is certainly interesting and offers some new tactical challenges.
Having variable Flight moves makes sense, it means smaller creatures like Harpies and Furies will have a speed advantage over big, cumbersome monsters like Dragons and Manticores.
Placing Night Goblin Fanatics on the table at the very beginning of the turn before any movement has now turned them into a pre-planning challenge - no more moving or waiting for your enemy to move within 8" of you, then stopping everything to release your Fanatics, now you have to move within 8" first and then wait until the following turn before they are released. Not sure if I like that, it doesn't take long for Night Goblins to shove a Fanatic out of a unit, certainly not the wait between the current turn and the next one.
The reincarnation of
Djaf's Incantation of Cursed Blades looks truly terrible, a downgrade even when compared to the 8th Edition version, in what was already sadly a weaker magic lore. However, if spells from other magic lores are similarly toned-down in an attempt to return to the less game-breaking magic of 6th and 7th Editions, then it may turn out to not be so bad after all.
Also, sad to see that the unique Incantation system from the 6th Edition Tomb King book won't be returning, sounds like GW are again trying to homogenise magic usage as per 8th Edition, which took some of the differences and uniqueness away from some of the factions.