Nope, this is an account of what was told in the convention about things currently in the testing pipeline, so it's kind of future-future stuff. However, despite it being a broad picture, I trust what has been will be true for the most part.
That said, on with the translation. I'll be translating bits and editing this message, so keep coming for more until I say I'm done!
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New organization advantages
Empire has "Imperial Tactics", apparently each turn you choose one of three tactics, so you get a bonus to one attribute and a penalty to other two (e.g. get a Movement bonus, but get an attack and defense penalty). It's unclear which attributes will be affected, nor wether you can choose not to apply any tactic for a given turn. Numbres are also unknown.
Nuevas ventajas de organización.
For Azur, it's Gaul's Chosen, which is similar to the imperial counterpart but with the Azur touch.
Church has something about getting counters when your units die that give you beneficial effects. No more details available.
Samael's is still in development. They're thinking about buffing effects somehow.
Wiss will have the Gear Project or Manipulation, depending on which rulebook you have.
Black Sun's are still pending.
Death Glacial:
He has a mechanic where he plants arrows on the ground to get counters. At the beginning of the turn you spend X AP to get X counters. When he activates, he has a ranged attack for oo where he can spend counters to get different effects (keep enemy from moving, 6/6, area attacks, ignore armor, uninterceptable, etc) and/or extra shots. He has 12 defense inside forests and Advanced Deployment. If he is engaged or he moves, he loses all of his counters. Level 45
Kara:
A melee and area specialist, no more is known.
The scarred guy:
Level 1 darkness summoner. Level 50. He has a mirror damage ability (à là Ogoun), but it has Upkeep, and deals half the damage he receives. The effect difficulty is unknown.
The three of them are a team and have low armor for Empire's standards. About team benefits, only Glacial beginning with a planted arrow is known.
Tadeus van Horsman:
The boss of the former three, supposedly he took them out of jail with special permits. He seems to be a leader and some kind of badass Sophia Ilmora who gives buffes, but gets penalties for them too.
Azur
New Arbiter, Optional Leader
This guy's thing is mobility to death. Seemingly he can move enemies around without effect roll, he flies, and he can place a marker with an area in which hiddenunits are harder to detect. He's an Ebudan.
The guy with lightnings in Wen's mural:
He ignores armor, and when he's low on life he fights dirty, sacrifices Agents to keep himself alive and stuff like that.
Wolfgang and Juliette are already known.
Wissenchaft
Nope, Lucanor is not coming out

Theurgia:
A melee Gear, who has the ability to become a badmutha for one turn at the price of some heavy Slow status. He costs 70 levels if Hiro is the pilot.
The girl with a russian-like hat in Wen's mural:
Another Sniper in Cordelia's line, specialist in cold and ice stuff. She paralyses upon impact and has an aura that reduces movement.
The fat guy in Wen's mural:
He dual-wields chainsaws. It seems they had a blast designing him, he has an effect called something like 'the spinning fatty' that gives an area debuff, or something like that.
Samael
Death Crimson:
A very tough pal. He seems to have a permanent version of Absolute Superiority, if you attack him and miss the check, too bad for you. He's got 14 life but you can only hurt him for 6 each turn.
Legion Ramses :
100 levels of beast. About the size of Grimorium, but winged.
Angelus:
Arkeid's true father and one of the Fallen Angels. Probably Level 70
Iglesia
Viktor:
The antiwarrior specialist. He chooses a "Prey". Anytime he attacks or is attacked by the prey, he gets a counter up to 5. He can use counters when attacking to get +2Attack per counter. He can change his prey anytime, but loses all his counters doing so.
Ergo Mundus:
It begins the game with the Bearer on the table, no idea what she does. It must meet a number of requirements that determine when and how long Ergo Mundus can stay. Once he's in play, he's a beast. Things like area Doom for enemies and allies were mentioned. He has an attack like Bella's where he can choose various effects, but it's way tougher than Bella's.
Malakias(? - Probably Alexias): (Not Malakias Graft, I made a mistake.

Graft is the leader of Tol Rauko)
And old man who cares for orphans, probably only known by RPGers. He gets mad if you hit him, apparently
The guy who seems to be doing some exorcism in Wen's art:
The guy is poop when the game begins, but gains wild abilities as people die.
Wanderers:
Anna Never:
She's the incognito alter ego of the Empress. She can't join a party with Dark units. She can't use Gnosis points in the usual way, but conversely, all of her abilities force her to spend gnosis points.
Dark Sun:
No f* idea
