On those aspects which worry me, the map graphics look like Planetary Annihilation, which is to say they look shit in this context for being oversimplified. It arguably worked for PA because the style was very simple in general, but PA wasn't a great game from what I hear, so it's not something one ought to crib from. The MOBA references are highly worrying, as it speaks to Relic becoming disillusioned by the success of said games and also smelling the money, although this direction will only spite the core audience and fail entirely to attract a profitable new base as, surprise surprise, MOBA players play MOBAs. They do not bother with RTSs, with the possible exception of Warcraft 3 players stubbornly sticking to the original DoTA, who might bother with other custom games or ladder now and again.
On those that do not, the pip-based special abilities are peculiar, but I reserve judgement for when the system is thoroughly tested on-hands. I will break from the OP video and the general opinion in saying that the animations are not weightless in the least; it's very strange to hear this, as in Dawn of War I, space marines moved at a brisk jog and terminators lumbered sort of like they had backpacks full of helium. I didn't pay much attention to the tacticals, but the terminators are moving like a huge, power-armored freight train, head & chest forward with plodding, rushing steps. The fact that they're moving relatively fast or leaping is a quibble I can't agree with, as 40k often plays fast & loose with the capabilities of its technology, and while I can't say I particularly care for this, in this case it is depicting huge suprahuman soldier-ascetics kicking the shit out of things at speed, which is fine by me. It's thematically correct and arguably acceptable; I suggest figuring out the average per-turn speed of terminators by upscaling their movement from 40k's scale to 1:1 if this is especially bothersome. The 'modern' Indomitus Terminator suits are not so chunky and slow as the Cataphractii and the Tartaros is downright spritely.
On the points that could go either way, the Elite Point system is intriguing. It's more or less a requisition system equivalent to the old requirement for a Relic to construct super units in DoW1, and presumably used for units of the same class. One could imagine that this system was a revisal of the original, where, if my memory doesn't fail me, one did not need to hold a relic point all through the construction of a relic unit, only long enough to start the construction, at which point it could not be interrupted. I may be wrong, however, but if I am right, it is a sensible system on paper, having a third resource for particular units. On the other hand, the way this system works might lead to some very weird gameplay with a stark contrast between those who rush the early elite point units out to try and achieve a rush win and those who wait for the later ones; depending on whether or not these units take requisition & power and how they are balanced, games could boil down to an oversimplified mess of who can get the right murdermachine unit out at the right time to start a steamroll, seeing how monstrous the Imperial Knight was in gameplay. This was in a mock-up campaign mission against poor bloody infantry with only a few tanks, sure, and was likely all flair, but there's a very real chance that the balance might get dickered around by these units. Alternatively, the 'elite units' could be a cost-ineffective mess used solely for flair or for concentrations of force when one already has the upper hand, and thus irrelevant in the face of better solutions, like the almost inevitable new equivalent to the old Defiler Spam/Fire Prism City business. Time will tell.