I have listed mine in one of previous healer megathread, so I'm just gonna copy paste them over with few changes here and there:
  1. Nocturnal Sect makes a return: this brings back all the axed nocturnal effect from many of AST's kits. Swapping sects in combat becomes possible, albeit with incurred adverse effect when done manually. Exactly what adverse effect is still not yet decided but it'll most likely be increased MP expenditure and slow effect temporarily.
  2. Benefic I upgrades into Benefic II. Potency is reduced to 600 per shot.
  3. Removal of Astrodyne, Celestial Intersection, Minor Arcana, Neutral Sect, and (lol) Undraw.
  4. Essential Dignity potency now scales between 250p to 1300p. Minimum threshold remains at 30% target's health.
  5. Draw loses their charges. Recast is knocked down to 20s. MP restoration is bumped to 6% per draw. All cards gives 4% damage with a secondary effect (potencies are mostly for placeholder) for the same duration:
    1. Balance = increases physical damage by 10%.
    2. Spear = guarantees critical direct hit on all AAs.
    3. Arrow = haste+20% and movement speed up (peloton speed).
    4. Spire = increases magical damage by 10%.
    5. Ewer = MP Regen (total 2500 MP) and reduce MP cost by 35%.
    6. Bole = damage taken reduced by 10% & reflect 50% damage taken back at their attacker.
    Additionally, you CANNOT hold these cards indefinitely. They're gone after 18s.
  6. Playing card for yourself restores an additional 6% MP, grants 10% haste for same duration, and deals damage to surrounding enemies in 10y radius ala today's Lord of Crown but at random potency of damage ranging from 100p to 300p.
  7. Royal Road makes a return with slightly tweaked conditions:
    Royal Road
    Consumes currently drawn arcanum to empower the next card play.
    Consuming Balance, Spear, or Arrow increases the potency of next card played by 50%.
    Consuming Bole, Ewer, or Spire doubles the next card's duration.
  8. Three charges of Redraws makes a return. The recast for these charges are now 20s.
  9. Earthly Star's radius increase is now locked behind tiered phases. First 10s it remains as the old 8y Stellar Burst. At 11s to 19s, the radius grows to 12y. If it detonates on its own at 20s, it grows up to 20y radius. Potency remains as it is today.
  10. Exaltation learning level is lowered. Exact level is not quite known but preferrably anywhere from lv56 to 68. Gains 2nd charge at lv86. Their effect is also slightly altered:
    Exaltation (Cooldown: 60s | Charges: 2 | 30y)
    Reduces damage taken by 10% & grants "Exalted Detriment" to self or target.
    Exalted Detriment: Upon expiration, restores target's HP, cleanses one random detrimental status effect, and deals splash damage to surrounding 5y enemies with potency equals to 40% of total compiled damage taken by target when the effect expires. Total damage reflected cannot exceed target ally's max HP.
    Duration: 12s
    Cure Potency: 400
  11. Celestial Opposition now retains a semblance of its HW iteration's effect plus its Diurnal/Nocturnal effects. But with some addition that will look like this:
    Celestial Opposition (Cooldown: 60s) - 15y◯
    Restores own and nearby ally's HP depending currently active sect, stuns nearby enemies, and extends all beneficial effect granted by self by 6s. Upon usage, swaps sect without incurring adverse effect.
    Stun: 6s
    Diurnal Sect: Restores own and nearby ally's HP with a potency of 150 & grants regen with potency of 80.
    Duration: 15s
    Nocturnal Sect: Restores own and nearby ally's HP with a potency of 150 & erects barrier that nullifies incoming damage with a cure potency of 350.
    Duration: 20s
  12. Macrocosmos potency and MP cost is increased. The exact number of potency hasn't been decided yet, but MP cost would be anywhere above 2,000 MP & the potency will be a considerable gain over Fall Malefic in ST.