One thing I noticed they held over from the first campaign - exhausted 'veteran' tokens do not refresh in the status phase. That feels like a bummer, it means the token is only good for 2 rerolls, which...I dunno, doesn't seem super powerful for the level of effort needed to get them.
Something they did change was - 'scarred' ships and squadrons are no longer permanently destroyed, when destroyed a second time? I have to say, I dislike this one - it means, effectively, there is no additional risk in not repairing a scarred unit. That saves a LOOOOOOT of cost over the course of the campaign. Granted, the source of the ability TO remove scars is now completely different, so in RitR this 'cost' is now more specifically 'the sort of bases you need to take to deal with this' rather than directly draining your overall pool of resources...but it feels like you could basically just ignore this entirely, and focus on more important locations for 'winning the campaign'...basically ignoring this part of your logistics. Once scarred, you're just...scarred, that's all, you can't get MORE scarred; there is no additional risk to justify the cost of fixing this.
(It's been said, of course, 'amateurs study tactics, but professionals study logistics' - I've noted before that I do like how RitR does introduce SOME more logistics into the game, with the 'low fuel' or 'low supply' states. It simply feels like the changes to the 'scarred' state diminishes its part of that consideration.)
The custom commanders are definitely cool - they add a light-RPG sort of element to the game, with players able to invest in a personalized commander.
The new three-act structure feels...odd? I think it would work well if the overall campaign had a more rigid flow to it, but given the campaigns can be so free-form...or does this cadence of pivotal battles organically GENERATE that kind of narrative? Definitely curious to hear from players that have done a campaign, how these feel like they fit in compared to the CC campaign...