Chargen:
BPs are adjustable for campaign level, but this is assumed to use typical 400 BP starting.
Starting skills are still limited by 1 6, rest 4 or less, or 2 5's, rest 4 or less.
However, hard cap is removed. Starting skills may not go over 6...BUT with the hard cap removed, Aptitude has changed to allowing +1 die to a skill. This may be purchased at chargen. BP cost for Aptitude is the same, and may be taken once.
Karma cost for increasing skills past 6 are as follows:
7-8: 3x new skill level
9-10: 4x new skill level
11+: 5x new skill level
This allows for the old 'best of the best', but also shows that those people will devote most of their time to those skills, and not others, with the high Karma cost. Still, the option is there, and i enjoy options.
Skill Groups are still limited to 4 at chargen. However, a Skill Group may not go past 6...to increase higher, one must break the skill group and use the karma cost above for raising seperate skills. (To allow skill groups to go past 6 would be a little TOO extensive.)
BPs are no longer limited to where you can spend them. If you want a rich character instead of attributes or skills, go ahead. If you want alot of attributes in opposition to skills or money, go ahead. I don't believe in forcing limits, but this would take some responsible players. Its suggested that if you do not cap BPs on anything, you should use the Hit Limit on skills mentioned below, in addition to the defaulting rule.
One may have more than one 6 at the start in an attribute. However, costs are the same. So, starting with 2 6's would cost 130 BPs, so people choosing this route will still eat up BPs at an alarming rate. As i said, i believe in opening up options.
Limitations on how many spells or complex forms one may have is still limited as per SR4.
Technomancer complex forms, however, are now purchased as spells equal to Resonance rating(3 BP each). This has already been suggested by a few people, but i really like it to help technomancers out.
In Game:
Defaulting is too easy for some boosted attributes, especially with the new no limit. Defaulting is now harder, in these ways:
If a person does not have any skill that is CLOSE to the defaulting skill(Ie, they want to use a pistol, but have NO firearms skills), they default at Attribute -3, minimum of 1 die.
If a character HAS a defaultable skill, they default to their attribute at -2. (If a person has Automatics, they can default to Pistols at Agility -2, minimum 1 die.)
If the skill has no skill group, but is still defaultable, defaulting is Attribute -3.
Any attempt with a threshold of 2 or greater may not be defaulted on. Harsh, but it forces people to buy the skills.
Another thing i also had an issue with was the classic 12 AGL elf with a touch of Blades training of 1 equaling the 80 year old master with Blades(Swords)7(+2) and an Agil of 2. It took awhile to figure out a way to make high Skill ratings desirable, but still make low skills viable. The only thing i can think of at the moment is limiting hits to 2x skill rating. It allows someone with a 1 to still do some basic duties, and increases fast enough to make middle skills still workable, but makes high skills in your main duty desirable. (This one has also been discussed before, and i think a 2x limit is enough of a limit. a 3 may only still recieve 6 hits maximum.)
Called Shots are traded 2 dice for +1, maximum +4(for 8 dice). This was also discussed somewhere.
(QUICK NOTE: Im aware some folks have thought up things similar...and im not trying to publish these as my own...but things i like to use, just so you know. Anyone who originally thought these up, please feel free to say so.

Ill be back later with some more.
