I mean, I'm not sure what there is to be posting. If you have any specific questions, sure. Game is pretty much Armada, but somewhat different. It suffers from bunch of technical problems, but I think it plays a bit more nicely now. Maps now have control points on them, which seem to me like they aren't always fair, but I think I only once had a battle end on me while I was still fighting, and it stops the "chase the one Eldar cruiser across the whole map" bullshit.
Nearly all offensive abilities such as boarding actions, torpedoes or other stuff have a limit of three. At first it seems weird, but I think this is an amazing way to balance things out. Upgrades now come as two choices for whole fleet - some of them apply to all ships, such as various variations on the "doesn't get hurt in asteroids" that nearly every faction (apart from Tyranids, I think) has, to specific groups of ships like Tau Coordinator which makes Escort ship accuracy better if they're in Lock-On stance, or to the Flagship like Imperial Aurent-pattern Weaponry boosting range of weapons on the Flagship by 4500.
Your Flagship also gets two active abilities such as bombs, probes and so on. Most of them also have three use limit, but some are limitless, like the one that gives you shield invincibility for few seconds.
Stances - previous game timed orders such as Lock On, Brace for Impact and Running Silent are now stances. You pick it, it runs until it's somehow stopped or you pick another stance, but there is a cooldown between changing them.
Boarding is changed - all ships now have three (well, four) levels of crew, with a number representing the amount of crew they still need to lose to go level lower. The amount of crew varies, and each level makes the ship less good at everything, and after you lose the three levels your ship is left without crew, so it can't do anything anymore. Your own ships can however be reclaimed if you board them, but no ship capture as far as I know.
Morale is now a visible bar, some races (or even particular ship classes) can have inherently smaller or bigger morale. For some it's not a big concern, especially Marines who don't have the bar at all, but some races break very easily. Mutiny doesn't mean the ship instantly tries to warp out now, though, it usually just tries to go for edge of the map and can have control given back to you before that happens. I think sometimes they still try to warp out, I'm not sure what it depends on. If your deck is gone, can't stop mutiny by execution.
Repair, recovering crew (which doesn't allow you to regain a lost level, but gives you a bigger threshold before losing the next one) and boosting morale (which, notably, flagships do in a zone around them that applies to all allied ships) share cooldown.
As far as races go, Imperial Guard is still the jack of all trades, having most variations. Tons of various playstyles here.
Space Marines are the close quarters knife fighters. Armour, bunch of good guns, good boarders, don't give a fuck about morale.
Mechanicus are on the other end of spectrum and focus on long range, all their ships from Cruiser up have Nova Cannons, and notably, Ark Mechanicus mounts both a Nova Cannon and a Spur that is used for ramming, something no other Imperial ship does. From what I saw, most people just spam as many Ark Mechanicus as they can, and they're a bit of a tough nut to crack in 1v1, since they can have like three and some escorts, which they can also take all Imperial ones, including Marine escorts, but otherwise are limited to "Mechanicus-ized" Imperial Navy ships (that are still different, as I said, they have the same selection of weaponry on cruisers as Navy, except instead of torpedoes, all of them have Nova Cannons), their only truly unique one being Ark Mechanicus. They do look different, though, if that's what you're worried about.
Chaos is the same old Chaos, broadsiding from afar, most notably their choice of sub-faction is more than cosmetic because it impacts the choice of upgrades and abilities they can pick, in line with warband allegiances.
Corsairs, "Asuryani", and Dark Eldar play somewhat similarly, but have different upgrades. Corsairs are like in previous game, Craftworld seem to be a bit more tanky, but don't have anything bigger than Battle Cruiser, Dark Eldar are more similar to Corsairs, but have various bonuses regarding boarding, including replenishing crew with succesful ones because slaves. Still, hit and run fuckers as a species.
Orks are Orks, kinda glass cannons and with weak morale, but they also got Roks in two variants now. Their fleet can't be all those, as they can't be flagships, and you need at least one, and they're slow as heck, but amazing turtles and hit very hard and very far. It's like taking a bunker into spaceship fight. Like all Ork ships though, their morale is low and they get set on fire easily.
Necrons are quality over quantity, but I feel like they're somewhat underpowered right now. They get teleports as free abilities, are generally high damage, high armor, lots of survivability abilities, and also like all of them have a very high damage ability that fucks any enemies in close proximity to them, but they don't have shields, which results in them usually racking up tons of critical damage before even closing in enough to do a lot.
Tyranids are somewhat weak right now too, it seems, but they're absolute close combat monsters more than anything else. They absolutely murder entire crews and leave empty husks of ships behind if they are able to get close enough. They get some fun abilities like giant-ass tongues to drag enemies towards them, and so on, but they lose out at range a lot. If you manage to keep them away, you can shoot them to pieces, and once you get rid of the bigger ones, the smaller ones don't really matter that much, since they're individually really weak. They also have really big list of variants of same bugs, I think in total they probably have more variants than Imperial Navy. Anyhow, I think they have a really nice feel to them, in fact, I think all factions do feel proper.
Tau Protector and Merchant fleets feel really strong, but still less so than in previous game. They're a bit on slow side, and weak, but have really high damage and Merchants also have high protection, but their real strength comes from Demiurg and Kroot Ships, which are really fucking strong, but also expensive. On the bright side, none of the "ally" ships can be Flagships, so at least they are relatively easy to mutiny after sniping the Tau ships.
Oh yeah and everything is considerably bigger. 2v2 is limited right now, but you can get away with like four battleships in 1v1 now.