As I noted on Friday, I received my print copy of Nuts! Final Edition from THW (I got the PDF immediately on purchase, but I only skimmed it).
Borrowing the approach taken in CR3:FV, the book has review paragraphs and sample situations that gives it a workbook like feel. I think this is a good approach but it would help if they showed the answers to the questions somewhere (For those that are not directly in the text itself. if they're there, I haven't seen them yet).
Most of the first 29 pages is similar or identical to Nuts! 2.0. The most obvious difference is the In Sight check.
Unlike Nuts! 2.0, both sides take the test. This check is based on, but not identical to the test in CR3:FV. Instead of individuals acting in order of number of successes, the group with the leader that scores the most successes gets to take an action, in order of REP, while the other group can only react.
One thing not addressed, or not clearly, is how to handle things when an active group (Side A) triggers the In Sight for two or more enemy groups (Side B). The problem specifically is the modifiers - if one group for Side B has concealment and one group does not, does Side A subtract a d6 or not?
I decided that yes, they did. For those not inclined to make their own rulings, I suggest submitting questions to the THW discussion forum. They are VERY responsive.
The second notable change is the reduction of reaction checks. The familiar checks are still there, but the table is better organized and looks less intimidating.
I've only worked through some contrived examples, but, so far, I am quite happy with these rules - the In Sight looks like it might eliminate some of the frustrations I felt with the previous incarnation.
For me, the real test will be trying to run a game with a platoon , using the War Against Japan supplement (that supplement assumes a platoon vs platoon or more as the standard encounter, rather than squads that you find in the core book). I'll probably give that a go this week.