Had a quick look on the PTS.
2 things stood out. Toughness on live server is 4xx and 2xx on the PTS, quick skim of the patch notes and I can't see a reason for this, but I'm sure Gamble will know it

Skills only start there cooldown after they are used and expired. Well this made me cry baby tears. I can see it in the notes but I don't get the reason behind it.
Or if you spec electronics, can you get the cooldown to be next to nothing?
Armour mitigation formula had been modified. If you specd armour in 1.3 to be close to the 75% cap, ie just over it, you will now be at 40-44% armour mitigation in 1.4 in world tier 4. That is out of a maximum of 70% mitigation which is currently not confirmed as working as 60% shows everywhere. That explains the toughness and I saw the same.
Not all skills are like that. Ultimates have a 30s cooldoen for the group to prevent ult linking, smart cover cools down upon expiration as does health station family and a few others.
Roller balls, turrets - they start their cool down upon deploy.
Speccing into electronics wont adjust those perimeters for stuff like health stations etc but will reduce the cool down greatly.
At the moment 90k sp is the sweet spot for skill as you are getting maximum gains from minimal electronics. Everything after that is unfortunatlry neglible gains as the diminishing returns kicks in way too early st the moment as their formula starts at electronics level 0, but in reality, we are roughly 2k specd at lvl 30.
This means an electronics support build is crap as having 90k sp with perf mods for say....pulse/sc damage res will give you more than someone who has between 120 and 150k sp.
Ex live server gear will have lower armour levels that new 229 level gear will
That's not true. Massive are adapting 1.3 gear into 1.4 gear with the exception of performance mod slots.
So if you had a god roll holster with 759 on each stat, you will get 1008 on each stat upon migration.
I have a predator mark glove from 1.3 that I am using in 1.4 as the armour is higher than 1.4 drops I have had.
Recommendation is to keep god roll vests, masks, gloves from 1.3 as they will be good in 1.4, even as a base to start with.(if they dont nerf it)