The accuracy rules came into play for the Combat Adept using their gun once when I ran the QSR. The things most people had heard of (attribute limits, accuracy rating, etc) were not problematic. Because these were quick-start characters, I would assume they were built kinda poorly (they always are) and so it's no surprise people weren't hitting their caps immediately with fresh characters.
The changes to the matrix are probably the first time I have ever greatly appreciated a simplification in a PnP RPG. Hacking + Logic role with your Cyberdeck's rating as the cap. The pregen hacker's was Rating 5 and from a couple of lucky rolls, he hit that cap twice during play. The general hacking action is "Compex action, roll those dice, and if you get more hits than the target's Device Rating, you gain a Mark. What you have access to depends on how many marks you have on said target."
One mark was enough to do things like Edit or crack into hidden data, while 2 was enough to do Simple Actions (still requiring a Complex on your part) and 3 was prettymuch full control. The issue was, the Quickstart Rules didn't explain what programs do. It says "For the scope of this adventure, you only need to know Exploit, which gives a +2 on Hacking attempts to gain a Mark, and Fork, which lets you hack into two targets at once."
...Except the hacker has Exploit Rating 4 (what's the rating mean?), didn't have Fork, and instead had Command, Browse and one other I don't recall. This is a failure on the quickstart's part though, nothing to do with the new edition itself. Programs are supposed to be small specializations to your Cyberdeck more or less, and there's a limit to the number you can have installed.
Magic didn't have any change. Though the quickstart guide says that the Force is equal to the caster's Magic rating, the actual rules summary describes it normally. The quickstart rules themselves though failed entirely to mention Drain (thank god the guy playing the magician played on in 4th) and no where did it actually say what any of his spells did beyond the one-sentence description on his character sheet. Didn't explain anything with Conjuration either, despite that being there too.
Melee had a huge buff. How? Well, even firing in SA mode is a Complex now. Oh, and not to mention you no longer half your strength for melee. As in, the Ork Street Samurai had a sword that did 10P without any strength augmentations. I liked this, as his melee capabilities were quite relevant.
On the other hand, armor in general got a boost. There was no longer a difference between Ballistic and Impact armor, and things like Armor Jacket just gave 12 armor. If there was a cap based on a character's attributes, it wasn't mentioned anywhere. Most of the enemies in the Food Fight mod had Actioneer Business Clothes for 10 armor as well.
To recap, melee got a boost, armor got simplified, hacking got MONDO simplified (thank the lord) and your attributes are now relevant (another plus that had the hacker in my playgroup squealing), and the success limits were not as imposing as they seemed.
I liked the things I could actually identify as Edition-based changes (as opposed to the Quick Start Rules being lazy or incomplete) but I can't really make a judgement on it yet simply because of all the things the QSR totally left out.