Lots of new info, forgive me for going a little train of thought-ish while typing this up:
K's knee assault has slow start up, meaning he won't be quite as scary as 02um version, also in his move list he no longer has the minute spike follow up for his eins trigger but his new sliding punch (I'm guessing it's second knuckle) follow should fill in nicely. His other new follow up does not serve an obvious purpose at the moment (no forward movement so not easy to combo, looks smaller than second shell so less of an AA) this leads me to believe that it's benefits are plausibly counter or reflect in nature, or it could be safe on block, possibly a safe on block reflect.
I'm assuming both of the following are jump A attacks for their respective characters: Tung does the splits and punches downwards, Luong does a punch that somewhat reminds me of Heavy D's jump B but looks a little more under than behind. Both look good for cross ups, and either of them may be cancelable to their air specials (qcb+p for Tung, qcb+k for Luong).
Looking at Kim's move set, he essentially is XIII Kim so the only real adjustments to make are optimizing his combos for the system, and remembering that you need to activate max mode before you have access to EX moves (I believe this second one affects him more as he can no longer mindlessly get in with an EX hangetsuzan).
I don't know if it will remain this way but I think the BGMs are currently tied to the stages.
According to his movelist, Nelson's attack flow appears to be starter (f+A, f+B, or b+A) then direction+B chain, the either C finisher or D movement option. These are all listed under commands normals where as his two specials are a step in and a command throw. This raises two questions, "Can he quick max cancel his command chain?" and "Can he whiff his command chain for access to the follow ups (like Angel or Gai)?"
Ryo looks like he's his got far D back (boo). Aside from that he seems as solid as I'd expect.
Sylvie looks to be a character who prefers mid or close game as opposed to Athena's zoning game, I also see 2 potential AAs in among her moves (elec slash with upward angle, and back flip kick) her other attacks seem to be a short projectile (the elec discharge) and some forward moving jump which hits on the way down (I don't know if it hits on the way up as well ala O shermie hcb+k)
I just saw your post @Shiranui_ninja, Mai's rush may be better than we currently think, considering her only air special to do without meter is qcb+p and that it floats the opponent for follow up with an attack. It's plausible that she can cr.B, st.A,A,A,A, st.C without meter, maybe even continue with qcb+C instead if close to the corner. Mind you this is just conjecture, but if true her corner combos may be strong even without meter. I would have preferred a command normal, but the way it stands may still be strong
Alright, I'm gonna dive back into all the info, and analyze some more.