Very early impressions
The Good
1) The recoil errata had a lot of people complaining, myself included. The new shooting options help smooth some of my ruffled feathers, although I'm still concerned that the 6-round FA burst will become the option of choice.
2) Guns! Useful guns! The HK Urban Combat appears (In English!)
3) The martial arts section is very extensive. I haven't picked through it yet to see if there's something terrible and broken in there, but it should really help shape common archetypes.
4) Some interesting new Positive Qualities.
5) The dedication to Tinner.
6) It's fun to read. For a gear book, this is a huge plus.
The Bad
1) That's a lot of page count spent on rules for runs in outer space. They happen, but they aren't exactly common.
2) No gun mods ala Arsenal. I really miss my undetectable pistol! The return of the Puzzler is nice, but still...
3) My own little pet peeve: No Ruger Thunderbolt or Colt Manhunter.

I love those guns and was really hoping to see at least one in R&G. The Guardian makes a comeback, but its BF shot is still a Complex Action. In an edition in which any SA gun can fire in BF as a Complex Action, the usefulness of this feature is really limited.
4) The internal/integral accessory issue with weapons isn't entirely resolved. There's further evidence that the writers use them to mean the same thing (so weapons that come with various add-ons have those slots filled), but nothing clearly laid out.
5) Skinlink appears on a chart, but there are no rules for it in the write-up section.
6) One of the examples has someone using Dodge to avoid a bullet.
Neither good nor bad:
1) Holy hell, did Shock Gloves get nerfed!
2) My decker is going to be the most brand-loyal runner you've ever met.