Have you read the 3E rules? What do you like or dislike?
Having read the rules, I can answer that.
I cannot say whether or not the combat is
good or not, because I openly admit to being a bad judge on quality of this sort of thing, but I can assure you that it is less tedious with less book keeping than 2e. DV monitoring is not a thing. You have flat Essence Regen disconnected from Stunts. Some might not like this, I do. Pretty much the only Constant Variables as I like to call them are Essence, Initiative and Willpower, which is just fine for me. The Initiative system more or less works as advertised, with players actually now being allowed to hit each other, although in my experience most people will probably not actually throw out Decisive Attacks until they hit Initiative 20+, sooooo Hardness is now still effectively useless. Perfect being a 1 Scene Only type deal, combined with lower lethality thanks to the Initiative System, means the Perfect or Die Phenomenon is no longer a thing, at least at first glance.
Numbers as a whole are generally lower, with I(A)M being tossed into trash compacter. I consider this a good thing, as it means you no longer have easy means of tossing out 30+ dice on a roll and completely ruining the intended balance of an encounter because you didn't keep in mind a single combo destroying everything. Constantly. And it also actually allows more even spread of abilities: You don;t need to be hyper specialized to survive, although Dex is still the Combat Godstat.
In regards to Charms... actually I am in agreement with the Aleph/ES/Eukie camp in that there's just Too Many Fucking Charms, but my best friend who is also super into Exalted is actually in the complete oppossite camp and things some trees should have had MORE, so this is one of those areas that ultimately it very much comes down to personal preference. That said, there are certain Charms like the Doombot Charm and some Performance Charms feel very... questionable.
In terms of Auxillary systems, Mass Combat is actually comprehensible. This alone is a major win in its favor. I went through the Battle Groups rules and actually knew what the fuck they all meant. Sorcery as a whole is great, and seems to be the one part of the book that everyone is in agreement on as being high quality. Social I haven't tested yet, so no word there. Craft is... well Craft seems to be the Universal Not Sure This Is A Good Idea camp. I still haven't given it a good look, but my gut tells me it's confusing.
As for Antagonists, lowered lethality combined with general buffs means certainly things are now actually threats. A Battle Group of mortals is actually a threat. Nephwracks are actually kind of badass now. Octavian is appropriately terrifying. Unfortunately, there's not enough in the Exalt Examples to really give enough to homebrew versions of your own up, but then again that's one of the stated goals of the Exigents books so while I question the decision I ultimately understand it.
In terms of fluff, I actually quite like what I've seen, as the book spends less time detailing the exact history of Creation beyond There Was A First Age. Shit Happened. Then More Shit Happened. Now Solars Are Back, Go Do Things and then just dumps you right into the here and now with the Realm being front and center.
Basically, like I said earlier, I personally really like what I've seen of 3e, but I also admit my knowledge of how game systems work and should be balanced is minimal, but this is what I've managed to gleam from my experiences and first glances with it so far.
Edit: Tl;DR, the game on its base level is more or less functional. There are some questionable design decision in there in multiple areas, no doubt, but as a whole, the game works. I can not really say the same of 2e.