1) Three Words: Combat, Combat, Combat
Combat now involves characters using withering attacks to shift the tides of battle in their favor (represented by stealing points of Initiative away from targets). This makes them act sooner the next beat, and when they feel that the narrative has been fully swayed to favor them, they can use decisive attacks to take their Initiative and MAKE PEOPLE BLEED WITH IT. Sound familiar? It should: the system is now more cinematic reflecting Kung-Fu and action film fight sequences.
2) Push it to the Limit, but not in the way You'd Expect
Forget Virtues. Who gives a shit about how brave or compassionate you are - ideas and people your character highly values matter more, and these Intimacies are the avenues that push characters towards Limit Breaking. If a player is forced to act against an Intimacy, or in a way that puts that Intimacy in harm's way, the player builds Limit. Once that character would hit 11 Limit, the Storyteller instead decides whenever they feel is narratively optimal for the character to Limit Break (maybe in the middle of battle, or after the battle when everyone is celebrating). In addition, they can chose what exact Limit Break the character suffers, meaning one Break could result in the Solar being in the corner crying while another sees them launch into a bloodthirsty rage. This doesn't mean the player is totally out of the picture - every Limit Break has a trigger that results in the Limit Break immediately ending. This flexibility and mystery is appropriate because...
3) Creation Will Never be the Same
4) The Safe Word is "Red Rule"