The pledge mechanics have been entirely rehauled. They're significantly less powerful, but also a lot simpler - making an oath or a bargain no longer involves breaking out a mini spreadsheet and balancing the equation on the fly. Also an interesting thing - there's no mechanism that I saw (in my brief readthrough) for 'enchanting' a mortal to see the fae world, but in order to make a bargain with a human, you have to shed your Mask and show them your true form. Which is a risky thing to do - but at the same time, bargains with mortals hide you from the huntsmen and the fae. So, it's very likely that every Changeling will have at least one mortal who knows their 'non-human' state, although you don't have to tell the human what you ACTUALLY are, and certain Contracts can change aspects of your mien so you could still be deceptive if you like. But it's a great hook to bring mortals into the game, along with touchstones.
After reading it, I think the new Lost is one game line that would actually really benefit from having a small town setting in a MU*, and putting some restrictions around it that, yes, every PC was taken from this town and returned to this town from the Hedge. Your fetches are all around you, your family is here, fragments and shreds of your life are here but maybe you can't reconnect with them, so you're always living on the edge, looking in at the familiar edges of your past, trying to figure out who you could trust to anchor you, and who you love /too/ much to bring them in. Strong collection of ongoing mortal NPCs to hang bargains/touchstones off of, where the Lost are reluctant caretakers and protectors of family and friends who no longer recognize them, and you can get a lot of mileage out of small town ghosts (real and metaphorical) and /history/.