Listening to LevelCap now--sounds like the UI, or at least the UI concept, is pretty final. DICE talked about loadouts as a "hand", like a hand of cards, which is why the icons look like cards. You have complete freedom to choose what you want in a loadout, it sounds like (he used the example of two grenades + one primary).
Vehicle battle pickup lets you get into ships and ground vehicles (he doesn't say this is the ONLY way). You have to activate it, where you're vulnerable for a few seconds as you "call in" the vehicle, then you basically "spawn into" the vehicle. As far as he could tell, you can't hop out of the vehicle--you stay in it until you're dead. Again, he emphasizes that he doesn't know if this is the only way you can interact with vehicles, but this is how battle pickups for vehicles work.
Vehicles do not recharge health on their own (thank god). DICE is thinking about repair battle pickups.
Maneuverability of vehicles is very arcadey (disappointingly so), but DICE said they're far from done tweaking the vehicle flight model.
Wah-wah: You can harpoon w/tow cable only after the AT-AT's defenses are downed by Y-Wings. Unfortunately, after you launch the tow cable, you basically enter a mini-game where your speeder flies around the AT-AT automatically and you just have to keep an icon "balanced" in the middle of that gauge at the middle of the screen. DICE said they want to keep the game accessible :-|
TTK is longer than BF4, but not much longer.
AT-ATs, in Walker Assault, are a constant threat and always looming, even if players aren't in them. AI takes over and will shoot at enemies.
Frequency and type of battle pickups change as the battle progresses across the map: some may be vehicle focused, some are infantry focused.
"Buddy" system much like MOH games--no squad system. Can always spawn on your buddy.
He said he had a lot of fun overall, but I'm still on the fence. I don't like some of these accessibility compromises they're making. Level said he's worried that the skill ceiling will be very low.