...the main things that changed there are the labour system (which replaces V-P-L with more of an auto-labour type of system - people who hate it will no doubt use Therapist as they always have done)
...but, note, only once Therapist is actually retuned to the new internals it has to work with. (See the DT thread.)
I held off initially because buying the Premium on the day was going to be delayed gratification (not in a state to play, at that time, equipmentwise), then I realised that my schedule wouldn't let me slip into it, before the new year, without risking impacting so many other commitments (unless it
really played so horribly that I wouldn't be tempted to be my usual absorbed self; I've had to really wean myself off pre-Pre versions at times!). But I think my criteria now includes, amongst other milestones of various desirabilities, that DT must be part of the deal (albeit the free, volunteer-built, part; unless Toady decides to invite Clément into the inner sanctum, and Clément accepts that invitation?).
...and the military controls which have been simplified (but are missing some key functionality that hopefully we see back in a few patches time).
Not sure about the ambiguity here. What changes are meant.
If it's the basic logistics (all the more recent equipping, calendar-based "call-up/training/civvie-street" stuff, and perhaps the decault patrol route assignments that I occasionally fall over with) then I'd like to see this sensibly simplified.
If it's the direct "send this unit to congregate here, read to engage with the enemy once I open the route to them" scenario then I'm wary there's much simplification there that would be sensible for my way of thinking. (Perhaps finally without the tendency ranged units standing behind fortifications, with a perfect view of a milling enemy, to randomly decide to climb over those defences and try to just go all bowhammer-dwarf on the now encircling forces? Without having to build anti-exit precautions, as well as anti-entry ones, to your fortifications.)
I guess I'll have to see it to believe it. And no doubt it's all on the route towards the anti-turtling measures the future game seems intended to go. (Much of my defensive gameplay already eschews the "one main door being locked when danger threatens" approach, with various alternate vetting/killing corridors, and I have long been braced to officially adopt counter-sapper and anti-sapper strategies (including remedial rebuilders being on short-term call) as they become required, perhaps even bringing back the whole Panopticon concept to my internals.)
But I'm currently talking of (personal) unknowns and mystery features, probably less informed than most in this thread who have already dived in and experienced the current reality. Basing my impressions off what I've seen reported, without pursuing every last detail (and counter-detail in rebuttal).