I've done a list the other day, so even if I repeat some things already said, here are the items I found.
Attributes cap at 5 instead of 6
Story Points start at 1 per player at the table
The Star Wars careers and specialisations are gone. Instead you choose a career that gives you 8 career skills; you get a rank in 4 of them. Post character generation, you can only gain new career skills through talents.
Talents are purchased in a free-form pyramid/tier scheme. You must have more talents of tier X than in tier x+1 at all times. Tiers go from 1-5. Ranked talents like Grit start at a given tier, but increase their tier for each subsequent instance until they are tier 5.
Motivation has been expanded into Desire, Fear, Strength and Weakness. The Social Encounter rules build on this, so it is more ingrained into the system than it was in Star Wars.
Deception is resisted by Vigilance
Piloting has been split into Driving (ground vehicles), Piloting (small planes and spacecraft) and Operating (large vehicles like capital ships or zeppelins).
Available skills are adapted by the setting. For example, in fantasy games, you have Melee (Light), Melee (Heavy) and Ranged, while a sci-fi game would have Melee, Ranged (Light), Ranged (Heavy) and Gunnery.
Equipment attachment rules are optional, and no modding rules are given
Defense is capped at 4
Social Encounters are part of the core rules. I did not yet compare them with the rules of Far Horizons or Desperate Allies, so I can't say how much of them is new. However, since they make heavy use of the Motivation, they are expanded at least.
Guidelines for the creation of Skills, Species/Archetypes, Talents, Items, and Adversaries. While not strictly rules, these are very helpful for the customisation of a setting.
Nemesis extra activation: Now rolls initiative twice instead of going last with the second action (EotE GM Kit)
Uncoupling Skills from Characteristics: If you think Athletics should sometimes be rolled with Brawn, and sometimes with Agility, this rule is for you
Item Attachments/Hard Points: No modifications, otherwise like in Star Wars. A generic rule for the number of HP of an item is given
Magic: This is completely originally, as far as I can tell. It works different than WHRPG3, and very differently than the Force
Vehicles: This has quite a number of changes, see below
Hacking: I did not yet compare this with the rules in Special Modifications.
Fear: Similar roll, but changed effects compared to Star Wars
Sanity: New rule
Vehicle Rule changes
Vehicles move automatically a number or range bands, depending on current speed. No more Fly/Drive maneuver
Piloting checks become more difficult and collisions more dangerous at higher speeds
No more defense zones, just a single attribute for the whole vehicle
Emergency repair effects (after a vehicle exceeded Hull Trauma) are changed
Range Bands are now the same as in personal combat. A sixth band, strategic, is added for ballistic, long-range attacks. I feel that weapon ranges overall have increased; this might or might not be connected.
All vehicles can now take 2 Pilot-only maneuvers
Punch It has been rolled into Accelerate / Decelerate, which allow to change the speed more than one point at a time at the cost of system strain
Stay on Target has been removed
Brace for Impact is a maneuver that allows the pilot to mitigate some damage
Angle Deflector Shields has been removed (no defense zones ...)
Dangerous Driving is a new catch-all Pilot-only action that is needed when things get rough
Gain the Advantage has been rewritten. It now gives 2 upgrades in offense and defense when you have the advantage.
Vehicle Attacks now go by distance. Silhouette only affects the difficulty as it does in Personal Combat. Snub Fighters really should gain the advantage on capital ships before getting close, or they are toast.
The Critical Hit table has shrunk and changed
No special Chase rules are given