IMO, the changes to resources could be a stealth buff to aircraft, since there are few penalties for spawning at the warpgate as a pilot and their statement about nanites given being a function of power level and total number of players in a region. People at large battles will regen nanites more slowly than people at warpgate. That seems like a pretty bad way of implementing things; rewarding people for being away from the fighting.
Also, I've got some concerns about the changes to resource pools. Malorn says, "Roughly speaking you should be able to go from empty to full resources in about 10 minutes in ideal conditions.... The goal is that if you want to do one thing like drive tanks or fly aircraft, you can do that if you save your resources for those things." So... they want everyone to do MAX, ESF, and tanks. If your capacity for resources is too high, we'll see never-ending zergs of high threat assets. If you can stockpile several vehicles/assets/what-have-you worth of resources, you'll almost never run out, unless you lose your assets very, very quickly. 10 minutes is not a particularly long time, considering a well-kept sunderer or tank can last hours. A MAX with engie and medic support can easily last 10 minutes. I really, really hope they use a low resource cap.
On the other hand, if attacking forces don't gain resources in hostile territory, they've introduced a much, much needed attrition mechanic to slow or stop zergs and pushes.
According Malorn, ANT's will be marked on the global map. So... they're never, ever going to make it their destination without special mechanics or broken amounts of HP. I'm imagining squad dropping 11 Lancer or Striker heavies on a hill above it and instantly popping it. Or a squadron of ESF all rocketing the same target at the same time. Or just a few engineers mining chokepoints. You get the idea.
That patch could be really good for the game. I hope they've thought a lot about the unintended consequences of how they implement it, though.