Bei reddit findet sich ein Post mit Änderungen/ Neuerungen der 6E:
We'll start with my favorite, Char Gen!!! Seriously though, I really like making characters...
6th edition characters will have less resources, but with the changes to skills it's less impactful than a look at the raw numbers would indicate. But it's still a narrative reduction in character ability between editions because your secondary skills are going to be lower dice pools. But your Primary skill Dice pools will cover more ground. IMO (I'll be saying that a lot) the Primary skill being broader isn't that big of a deal. You'll still have "Your Gun" or "Your Sword" or "Your Car" or "Your Spell"... ect. The trade off is not in the character's favor generally.
IMO the biggest change is to the Magic priority. Power Points, Spells, and Complex Forms are determined by your Magic Priority. RAW you can't buy more Spells or Complex Forms with Char gen karma.
RAW changes to Magic (up or down) don't change your Power points. So, 'A' Magic Priority and 5.9 Essence of Augmentations, you still have 4 Power points. 'A' Magic Priority and spend 2 Adjustment points to increase Magic to 6, still 4 Power Points. If the Power point RAW makes it through the coming Errata and Missions FAQs it will represent a significant shift in character optimization strategies. Basically everyone is a burn out now, at least from a mechanical optimization point of view.
You select Magic Priority D with a Mage, you've got two spells, you will not be initiating any time soon unless you really like those two spells.
The change to Metatypes is an improvement IMO. Any priority gets you any Metatype. E? Troll if you want. All Meta's Stats start at 1, some have a different Max, you can spend your totally not SAPs on two or three different stats unless you're human, or Resonance, Magic, Edge for any Metatype. I am a huge fan of this change as it lets you pick the Metatype you want with much less mechanical impact than in other editions. Troll Technomancer was a useless hot mess in 5th. In 6th, just fine, rock on with your Troll Technomancy.
Also, you've effectively got three different priorities as welll as starting karma feeding your Attributes. There are going to be a lot of characters that can be improved simply by re-allocating your priorities efficiently. Just, poof, you can pick up 6 Attribute points by flipping a few things around. Sadly the straight line cost at chargen, and Exponential cost post gen still exsist, which will drive the same 6s and 1s stat/skill kind of characters. And you can only have 1 starting Skill at 6 now, the rest at 5 max.
Skills, there are 19 of them. You get less points than before, but they do more. Faces and Deckers need two skills to do "Their thing". Technomancers will need 3 skills if they want to use Sprites, Mages will need to also pick up Enchanting if they want Alchemy and such. Samies and Phys Ads may be able to get by with just one maxed out Combat skill, depending on what they're up to.
Worth noting, Athletics is a super skill. It's Offense (Archery and Throwing), its defense (it adds to the Dodge action), and it's running, swimming, jumping and climbing. If you're building a melee focused build you can possibly skip Firearms if you put 5 into Athletics. Bows are Strength based (Hello Unarmed builds), Crossbows and Throwing Weapons are a static DV for your Katana wielders.
Combat, Edge, Soak, Weapon DV. I honestly have little to add to what has been said already. Either you'll appreciate the new Edge system or not. You'll make your peace with the new Soak and DVs or not. I will add this, Knockdown, Disarm, and Grappling are all Strength based. A 1 Strength Weapon user faces some very high risks. Odds are they'll be pinned and chocked out pretty quickly. I do not recommend it, at all.
Personally I'm not a fan of the new Edge system, but I'll play it/run it at the cons. YMMV, by a lot.
Magic got a nice buff. Binding is gone. Alchemy "...takes a number of hours equal to the total drain of the spell (after any effects and the drain from triggers are added)..." so that's pretty much DOA until they reprint Vault of Ages in four years. But Conjuring got a huge buff, and IMO Spellcasting got better too. Summoning can now juggle up to Magic times 3 in combined Force. Given that Spirits are basically a Copy/Pasta from 5th and Characters (overall) got worse this is huge.
Spellcasting... lots of little changes to Spellcasting that mostly favor spell castors. Casters can Sustain 3 Spells with no penalty out of char gen. Increase Attribute is now one spell, target Attribute is chosen at casting. (Chew on those two changes for a second and tell me that isn't a significant buff). Radius and Damage can be increased by taking more drain. +1 DV is +2 Drain. +2 Meter Radius is is +1 Drain for AoE Spells. Given that out of Chargen 19 dice of Drain stat (A 6, a 5, and two at +4) is bleach with one Quality and one Spell... you can make the call there.
On the bright side, Spell defense is now a ticky tacky Major Action with a 2 meter radius AoE. So, no Mage will need to bother with that nonsense anymore.
Adepts powers are mostly the same, except Critical Strike got BUUUUUFFFFFED!!!! Crit Stike is now +1 DV per level for all Close Combat Attacks for 1 PP per level. You will take Crit Strike over and over and over until you can one shot the Sun. For lulz. Combo with the "Everyone is a burn out Adept" from the Chargen changes and you can see where optimized combat characters are heading.
6th Edition Matrix rules are basically a really good set of house rules for the 5th Edition CRB, but without Kill Code. IMO, All 5th Edition Matrix > 6th CRB Matrix > 5th CRB Matrix if that makes sense.
The number of dice rolls required wasn't meaningfully reduced, but they are more intuitive. Still need to Spot the Icon if its running Silent (Matrix Perception vs Logic plus Sleaze), hack the thing, do the thing. But, Hack the Thing Sneaky Like is a one minute base time and is actually two different dice rolls. Brute Force is basically the same as 5th, but for Sleazy access you first do a one minute Matrix Action "Probe" and then you do a Complex Action "Backdoor Entry". I'll wait here for the giggling to stop. Yes, your deckers now spend a minute Probing for Backdoor Entry. We're all a bunch of twelve year olds, please expect much snickering the first time someone at your table puts that together.
Technomancers are now the slightly more efficient hackers, but the difference is much less of a slap in the face than 5th. Huge improvement. IMO the mechanically optimal hacker character is a Technomancer with a low Essence, a fair bit of 'ware, 1 Resonance and whatever tasking. Just skip Cyberdeck and Cyberjack nonsense, use your living persona to do hacking things. There isn't much "Technomancer" stuff you're missing with a low Resonance so just jam in your cerebral boosters and snort your Psyche and have matching dice pools with the deckers.
Riggers got fucked. Sorry. Vehicle Control Rigs are a straight up mechanical trap now. An all meat space Reaction based Samurai that happens to take 5 ranks in Piloting is going to have the same dice pool as a Jumped In Rigger with a max level Vehicle Control Rig. And the Samurai will be flat out better at combat and such, and the Rigger will have spent a bunch of Nuyen just to be equal to the Samurai. Drones are still cool though.
And Gear! Massive change for all Augmented characters in that you can just start out with Max level stuff. Higher grades will push some 'ware out of reach, but anything goes for Used and Standard, and only a couple things move to a 7(i) with Alpha. Beta and Delta you've got a handful of things you can't have at Chargen, but you probably couldn't afford them anyway. And all your 'ware is going to be Used anyway. 1/2 cost, for a 1.1 Essence increase. You're going to take that deal almost every time.