Since /u/swtor_miner seems to be sleeping still and I'm sure people are excited to know some of the changes I figured I would post what I could.
Set bonuses:
* Belt and bracers now have set bonuses.
* Set bonuses now have 2, 4 and 6 piece bonuses.
* Seems like the new bonuses are the same for PvE and PvP?
I don't have my code done to export the set bonuses to XML files but I can read it manually if you want to ask me something specific.
They added only one new Augment kit, the MK-10 and it costs 42k to install an augment slot using it.
For abilities I realise this isn't as readable as /u/swtor_miner xml files are and I haven't separated old and new changes. The utilities aren't complete or separated by advanced classes here either.
http://pastebin.com/Xewhj3NfRecommend you turn off text wrapping to view it.
Recommended gear ratings:
The Ravager (on Rishi):
* Story Mode: 186
* Hard Mode: 192
Temple of Sacrifice (on Yavin IV):
* Story Mode: 186
* Hard Mode: 198
Weeklies are for the end bosses I think.
Marauder:
* 2 piece: Reduces the cooldown of Frenzy or Valorous Call by 15 seconds. Additionally, activating Berserk or Zen increases all damage dealt by 4% for 15 seconds.
* 4 piece: Cloak of Pain or Rebuke heal you.
* 6 piece: After using Force Camouflage your next successful attack will critically hit.
Sorc / Sage DPS:
* 2 Piece: Turbulence or Force Serenity and Thundering Blast or Force Leech increase alacrity by 5% for 15 seconds. Cannot occur more than once every 30 of seconds.
* 4 Piece: Force Speed increases defense by 15% on yourself and 7 allies in a 10 meter area upon activation.
* 6 Piece: Affliction or Weaken Mind damage has a 25% chance to reduce the cooldown of Recklessness or Force Potency by 3 seconds.
Sorc / Sage Heals:
* 2 Piece: Reduces cooldown of Innervate or Healing Trance by 1.5 seconds.
* 4 Piece: Extrication or Rescue places a Static Barrier or Force Armor on the target even if the target already has the Deionized or Force-Imbalance effect.
* 6 Piece: Heals you cast have a 10% chance of granting a proc that makes the next Dark Infusion or Deliverance place a Roaming Mend or Wandering Mend on the target on a 30 second rate limit.
Merc / Commando DPS:
* 2 Piece: Heatseeker Missile and Thermal Detonator or Demolition Round and Assault Plastique increase surge by 5% for 15 seconds. Cannot occur more than once every 30 of seconds.
* 4 Piece: Jet Boost or Concussion Charge increases defense by 15% on yourself and 7 allies in a 10 meter area upon activation.
* 6 Piece: Unload and Blazing Bolts or Full Auto and Boltstorm increase alacrity by 10% for 10 seconds. Cannot occur more than once every 30 of seconds.
Merc / Commando Heals:
* 2 Piece: Reduces the cooldown of Healing Scan or Advanced Medical Probe by 1.5 seconds and the cooldown of Emergency Scan or Bacta Infusion by 3 seconds.
* 4 Piece: Chaff Flare or Diversion grants allies in the area an additional 5% increase to Critical Rating for 10 seconds.
* 6 Piece: Heals you cast have a 10% chance of granting a proc that makes the next Rapid Scan or Medical Probe place a Kolto Shell or Trauma on the target on a 30 second rate limit.
Powertech / Vanguard Tanks:
* 2 Piece: Jet Charge or Storm grant 3 Heat Screens or Power Screen. - NYI
* 4 Piece: While Ion Gas Cylinder or Ion Cell is active, Rocket Punch or Stockstrike reduce the cooldowns of Neural Dart and Sonic Missile or Neural Jolt and Sonic Round by 2 seconds.
* 6 Piece: Oil Slick or Smoke Grenade has a 50% chance to finish the cooldown of Kolto Overload or Adrenaline Rushl.
Powertech / Vanguard DPS:
* 2 Piece: Flaming Fist and Magnetic Blast or Shockstrike and Tactical Surge increase surge by 5% for 15 seconds. Cannot occur more than once every 30 seconds.
* 4 Piece: Energy Shield and Reactive Shield heal you for x.
* 6 Piece: Grapple or Harpoon has a 50% chance to reset the cooldown of Explosive Fuel or Battle Focus.
Jugg / Guardian DPS:
* 2 Piece: Furious Strike and Vengeful Slash or Concentrated Slice and Vigilant Slash increase critcal chance by 5% for 15 seconds. Cannot occur more than once every 30 of seconds.
* 4 Piece: You are healed when your Saber Reflect deals damage. This effect cannot occur more than once per 0.5 seconds.
* 6 Piece: Smash and Raging Burst or Force Sweep and Focused Burst increase surge by 10% for 10 seconds. Cannot occur more than once every 30 of seconds.
Jugg / Guardian Tank:
* 2 Piece: While in Soresu Form, Force Choke or Force Lift grants 3 stacks of Revenge or Courage.
* 4 Piece: Aegis Assault or Warding Strike reduces the cooldown of Taunt and Challenging Call or Threatening Scream by 2 seconds per activation.
* 6 Piece: Enraged Defense or Focused Defense has a 50% chance to finish the cooldown of Invincible or Warding Call.
Sniper / Gunslinger DPS:
* 2 Piece: Reduces the cooldown of Target Acquired or Illegal Mods by 15 seconds, and activating either ability restores 15 energy.
* 4 Piece: Leg Shot heals you for x.
* 6 Piece After using Covered Escape or Hightail It your next successful attack will critically hit.
Sin / Shadow DPS:
* 2 Piece: Ball Lightning and Leeching Strike or Psychokinetic Blast and Serenity Strike increase surge by 5% for 15 seconds. Cannot occur more than once every 30 of seconds.
* 4 Piece: While Phase Walk is active Damage Reduction is increased by 2%.
* 6 Piece: After using Force Cloak your next successful attack will critically hit.
Sin / Shadow Tank:
* 2 Piece: Force Pull grants 4 Stacks of Dark Protection or Shadow Protection.
* 4 Piece: Wither or Slow Time reduces the cooldown of Mind Control and Mass Mind Control by 2 seconds per activation.
* 6 Piece: Overcharge Saber or Battle Readiness has a 50% chance to finish the cooldown of Force Shroud or Resilience.
Operative / Scoundrel DPS:
* 2 Piece: Laceration and Corrosive Assault or Sucker Punch and Brutal Shots increase surge by 5% for 15 seconds. Cannot occur more than once every 30 seconds.
* 4 Piece: Exfiltrate or Scamper increases defense by 15% on yourself and allies in a 10 meter area upon activation.
* 6 Piece: After using Exfiltrate or Scamper your next successful attack will critically hit.
Operative / Scoundrel Heals:
* 2 Piece: Increases the critcal chance of Kolto Waves by 15%.
* 4 Piece: Countermeasures or Surrender grants allies in the area an additional 5% increase to Critical Rating for 10 seconds.
* 6 Piece: Heals you cast have a 10% chance of granting a proc that makes the next Kolto Injection or Underworld Medicine placing 2 Kolto Probes or Slow-release Medpac on the target on a 30 second rate limit.
SPOILERS - I'll just leave this here (2 ogg vorbis sound files from the final boss fight of ToS):
http://speedy.sh/cyRDT/ToSFinalBarks.zip