I didn't get to the Chaosium panel due to exhaustion, but did attend the Runequest one immediately prior to it. Some of this info would be familiar to people reading this forum and following the developer blogs, but I will do a recap from my notes (any errors are mine, I just got back to New Zealand this morning and have only had about three hours sleep over the last two days).
The PDF of Runequest is expected around November 2017, the print version in early 2018. No kickstarter for RQ, but there will be one for Gloranthan coins from Campaign Coins in February 2018. There will be an RQ colouring book, like the recent Cthulhu one.The first wave of books will include the core rule book, a bestiary, and a GM pack that includes a Return to Apple Lane scenario. The Bestiary has about 12 playable races. Broo are not a playable race, but Ducks are. Setting wise its not 1621 anymore, the Braveheart era is over and the Lunars are no longer an occupying power - mixed Lunar/Lightbringer parties could be the norm, not the exception. Power level is for extraordinary characters. Time scale is expected to be one scenario per season. Cult Books will have stories like Cults of Prax.The second wave of books will include The Heroes Book to provide support for heroquesting, Trollpack, a second quickstart, Cults of Dragon Pass (the first of several cult focused books) and a Glorantha quickstart (short setting introduction).
A good game getting better:
core rules are the same, good backwards compatibility
weapons damaged more often
additions to improve immersion, rune associations and passions that provide augmentations
spirit combat overhauled so that it didn't split the party so much
sorcery a logical process, not a superpower, less maths requirred
avoiding the initiate trap of sacrificing POW for rune spells, rules to support progression to rune level, not to provide barriers.
Heroquesting:
some discussion about how this is a narrative problem, not a power problem
stations approach in HQ was too formulaic, railroady, required too much upfront knowledge, too many deus ex machine HQs based on obscure lore
Greg - have fun with mythic narrative, rules provide framework to extrapolate from, don't bother with canon if it gets in the way of fun.
Greg also said something like "Two hearts for all the GMs out there".
I enjoyed the demo game I played, and it was my partner's first ever tabletop roleplaying game. She was happily telling people about delivering the killing blow to the giant statue for hours afterwards.