Pursuant to my weapon stat speculations
here, this is what I think/hope will happen with the Tau arsenal:
Pulse Rifle: As is, AP 0, Dmg 1
Pulse Carbine: As is, AP 0, Dmg 1, -1 Ld on enemy check (which might be how they rationalize pinning)
Pulse Blaster: 12", Assault 2, AP -2, Dmg 1, Counts as pistol
Burst Cannon: As is, AP -1, Dmg 1
Plasma Rifle: As is, AP -3, Dmg d3
Fusion Blaster: As is, AP -4, Dmg d6, Re-roll to-wound under half range
Missile Pod: As is, AP -2, Dmg d3
Rail Rifle: As is, AP -3, Dmg d3
Heavy Rail Rifle: As is, AP -4, Dmg d6
Rail Gun: As is, AP -4, Dmg 2D6 (oh, yes)
Not sure what to do with Ion Weapons. I expect the dual fire mode might be gone, but I'm not sure what it would be replaced with.
As for Markerlights, I'd need to see what Command Points do, but I'm guessing they might work like command points. Either that, or they'd still work exactly as-is (nothing really stopping them). Denying cover, though, might translate to giving weapons AP. Maybe.