Craftworld Ulthwe - New Warlock Power - Warlocks in the Seer Council may be given the Augment psychic power instead of one of those listed in Codex: Eldar. Augment costs +5 points. It is used when a Farseer in the Seer Council successfully uses a psychic power. Unlike other Warlock powers, the Warlock must pass a Psychic Test to use Augment. If the test is successful, the range of the Farseer's power is doubled. Remember that a Warlock can only use Augment once per turn and that each Farseer power can only be augmented once per turn, you cannot double the range and then further double it with a second Warlock. Note that the Warlock must remain in the Seer Council to use Augment (in other words they can't boost the Farseer's power from the other side of the battlefield). If any Warlock fails to augment a power, a second Warlock may attempt to augment the same power.
Craftworld Ulthwe was also allowed to have ANY number of additional warlocks added to the seer council at +11 points, plus any points for buying a psychic power.
Craftworld Biel-Tan troop choices were aspect warriors, Elite choices were Guardians and rangers, including jetbikes and vypers. you could also run the Court of the Young King as an HQ choice, this basically is the Avatar and 3-5 exarchs, chosen from Dire Avenger, Howling Banshee, Fire Dragon, and Striking Scorpion. now you can only do the High Court in Apoc games.
Craftworld Alaitoc made Rangers an Elite unit and gave them some really nifty stuff, IE: you can field the rangers on the table no matter WHAT the mission rules stated and if you were limited in what you could field the rangers did not count towards that limit.
Craftworld Saim-Hann had a different force org, where your compulsory units were HQ and 2 fast attack. you could choose to use a special HQ choice that rode a jetbike and could have a power weapon, he was also allowed to take 5-10 Kinsmen retainers. the Kinsemen were ALL armed with close combat weapons and had 2 att's, plus half the unit could change from Shuriken catapults on the bikes to Shuriken Cannon. One kinsmen carried a banner, as long as the banner was on the table the chief and his kinsmen re-rolled missed HtH att's on the turn they charged into assault.
Craftworld Iyanden - Wraithguard and Wraithlords were troops choices, Guardian defenders were heavy support, Rangers and Dire Avengers were Elite, and Storm Guardians were fast attack, according to their force org. you could upgrade any number of warlocks to Spiritseers and they became independant characters and were given upgraded stats.
if you ever get the chance, i highly suggest picking up the Craftworld Eldar codex, you can't use it except in friendly games where your friends won't be upset if you table them by turn 3, but it is an interesting book to read and own.
BTW, i saw one on Ebay tonight for $6.00 USD