Yeah, some things are strategic design decisions and are beyond the scope of errata... like the cap on minor actions, strength not adding to DV, armor not adding to soak, the entire edge mechanic... if you were hoping for any of that to change, then I'll spare you the agony and confirm none of that was touched by errata.
However, I still think we did a lot of good. Some things to look forward to:
Numerous chargen clarifications, as well as allowing initiation/submersion in chargen
Finally saying strength adds to AR in a rule

all the archetypes being given some corrections
clarifying the augmented bonus on skills
the afore-mentioned changes to multiple attacks, anticipation, and firing modes. those rules didn't play well together AT ALL, and were eligible for errata on that basis
needed clarification on breaking out of grapple
cleaned up blast rules a bit
established a limit on how many spell adjustments you can do
clarified how touch range combat spells work
a sneaky tweak to make vehicle armor more attractive (honestly, why wouldn't you just cast armor, before?)
a subtle nerf across the board to spirit ItNW
added restriction on bonding foci (no more Force 30 focus, sorry!)
subtle but profound change to PANs (no more limit on total number of devices- one hacker can protect whole team's PAN now)
some technomancer and rigging clarifications
slight tweaks and corrections to a handful of critter powers
a few tweaks to some gear and cyberware
correcting a whole bunch of sidebars/examples
and
numerous typos and confusing wording fixes