That is correct.
Combat is arguably the best system around (I know it's the best I've tried, and I've had to be force fed some stuff lately that made me want to puke after playing MRQ2 <cough>burning wheel</cough>). Not hating, just saying, it's a tough act to follow.
I think that the opposed rolls have been refined unless I'm mistaken. There is no "resistance table". This is very different and I find it streamlines the game really well. From a GM's standpoint, I would say it makes it easy to advance the story- a few rolls and success is quickly determined based on the players and NPC's or the challenge itself- not some "table". I like that.
There are also no total HP- only location HP which makes it fights shorter and more deadly, but can make tough enemies REALLY tough.
And the CA system still allows the biggest Rune Lord to be taken out in a dark alley by a bunch of thieves (though it would probably take a gang of six or more
I will also add: Having almost all of the core stuff almost all of the books are very good. A&E got a bad name for bad editing- which was deserved- but I still use the book a lot, and consider a lot of the ideas almost essential to my games (which are very light on Magic weapons, something players can never get enough of). I liked the way A&E gave the added option of "great quality" weapons, which in turn put some of the ability to obtain such weapons in the players hands. Even as part of the game. I thought that was very cool.
Empires was good and had food stuff in it, as does the Compendium, Necromantic Arts (a bit broken editing wise- but great ideas), Pavis (excellent!), and the Glorantha book (adventures!). The Cults of Glorantha give you an excellent template and guidelines for further understanding cults (a must), and the monster coliseum book is a fantastic read with multiple applications and essential for monsters alone (though I use the Gladiatorial rules in a few of my games and love 'em).
But the book I have been revisiting more and more is Vikings. I would even say, if you are going for a lower magic environment this book is a must.
Even if your campaign has nothing to do with Vikings. The book is a wealth of information, the new magic in it is awesome and works as "strange magic the party has never encountered before, culturally," and there are about 50 plot hooks in the back that are freakin fantastic. They aren't complete drawn out A-B-C style adventures, but they don't take a lot of work on your part to conceive detail wise, and usually a few key plot twists are included in the hook description. I only bought the book because Pete Nash spotted me the stats for a Viking Round shield, and I appreciated it so much I bought the book. Turns out he did me two favors. If you are like me, and are thinking: "Meh, I don't really do Vikings." BUY THIS BOOK. You won't be disappointed. Outside of the core, and maybe monster coli (for different reasons) it is fast becoming my favorite.
Lastly, the customer support here by the AUTHORS of the book is just hands down unbeatable. There are no questions you can't ask. It's kinda unreal. I think it might be the best customer service I have ever seen with ANYTHING.
Suffice it to say MRQ2 is my favorite system, hands down.
Wraith Recon is the next book on my list BTW, and I am eagerly awaiting "Blood Magic."