First, I'd like to preface this by saying that I'm incredibly happy to see all 12 BFG factions being included in the second game. In the modern age of DLCs and freeniums, this is a great step in the right direction and a huge boon to 40K players everywhere, especially with the recent events of DoW3.
With that said, I think much can be said about the design space specifically to the 3 Eldar races. BFG in general, is a fairly old game with several outdated mechanics from the table-top perspective. However, 40K as a whole has progressed quite a bit since when BFG and even the 2010 compendium was constructed. The new game is to take place hot off the heels of the Fall of Cadia, so we can assume that everything so far is at least updated with the 7th Edition if not 8th Edition codexes and FW additions.
To be perfectly fair to Tindalos, I think overall they did a pretty good job with their first game BFG:A. There was a lot of table-top fluff that they translated very well into a video game and that's always a challenge in itself. However, one of the areas I think they were the weakest was in their design of the Corsair Eldar fleet specifically. When you consider the huge amount of resources and fluff available to them (40K, FW, Black Library) that described Eldar technology in detail, I think overall it was a miss.
Here were some of the sore points for me:
Space shuriken cannons - Later changed to Starcannons thank goodness. However, Starcannons are still plasma technology vs. the laser batteries explicitly called out in BFG fluff. Not too big a deal I guess.
Pulsars - I don't know what happened here. Pulsars are simply gigantic lance batteries with a high ROF, so they can be comparable to a mix of a Pulse Laser with Lance properties. In BFG:A, they were mega death beams that did massive DoT. This is completely against the fluff and not representative of what Pulsars are at all.
Holo-fields - As of Doom of Mymeara, Corsair Eldar use a new technology called Corsair Kinetic Shroud. If you look at the description for these shields, it matches the current design of the Eldar Holo-fields exactly: The faster you go, the more powerful the shield becomes at negating damage (macro and lance). So if you want BFG:A to be lore-accurate, it should simply be renamed to Corsair Kinetic Shrouds.
Which brings me to this point: The current design of holo-fields in BFG:A is completely against Eldar fluff in almost every regard (EPIC 40K, all codices, all FW material, all Black Library). The fluff-accurate depiction of holo-fields should be that they distorted Eldar ships/titan image with multi-spectrum images that confused sensors and aim. A real life example can be in the form of an acid-laced beer goggles, or the fact that you're simply seeing double/triples. For real life applications, the best chance at hitting a quail or skeet would be with a shotgun (high ROF macro) and not a rifle (lance). For an in-game translation, this would impose a heavy accuracy debuff to lance weapons shooting at Eldar ships that are equipped in Holo-fields, vs. a minor penalty to macro weapons shooting at them (column shift roughly translates to 20% accuracy debuff if we're referring to range bands).
Now that that's out of the way, we should talk about what's new and design space. First, Craftworld Eldar and Corsair Eldar are relatively similar in terms of shared technology and application minus Holo-fields. New to the CW Aeldari specifically are in the inclusion of a new breed of fighter aircraft known as Crimson Hunters (first introduced in 6th Ed.), and they present the pinnacle of fighter air supremacy. While Corsair Aeldari heavily employ the use of Nightwing and Phoenix bombers, CW Eldar can enjoy the luxury of this elite shrine (Eldar Top Gun) and their Exarchs.
As for the Drukkari, this is where Tindalos has the most freedom in terms of design space. Not only has their entire faction changed in terms of aesthetics (compare 3rd vs. 5th artistic style), but they're also the most freeform for how they can be designed. However, I say this knowing how Shadowfields specifically barely changed in terms of the fluff for all this time, but lazily enough, DE was almost a copy and paste of Corsair/CW Eldar mechanics where the Shadowfields functioned exactly like Holo-fields (but by lore they functioned way different i.e. see Epic 40K), but Phantom lances were noticeably different. This is a slight departure from the traditional idea that this wepaon was just an upscaled Dark Lance (vs. Pulsars being a rapid fire capital ship Bright Lance), that it was more destructive in nature compared to the ROF benefits of a Pulsar. I'm not even going to go into slave-taking, their movement mechanics or Mimic Engines, but what can be said is that in BFG at least, they were very different but in times, similar due to lazy design. This also gives them the most flexibility when it comes to design space, especially when you factor in the fact that GW added a ton of design room with re-defining how Shadowfields work in 5th, and a few new additions like the "Void Lance" and "Void Mines" that the Voidraven Bomber uses. Razorwings are also new in this respect, especially when you factor in their multiple different missile types and weird-Al technology i.e. the Implosion stuff.
OK! So what does all this mean? I think this means that Tindalos has a golden opportunity to make all 3 Aeldari races very unique based off the facts presented here. I'll pitch out some surface-level ideas and leave the rest up for debate, but here are some thoughts from a fluff to table to game perspective. I'll list them out as "themes" that promotes a certain playstyle:
Corsair Aeldari Themes
Corsair Kinetic Shrouds - Current in-game design, promotes constant movement to maximize full damage negation on relatively less durable ships (compared to Wraithbone structure of CW Eldar).
Pulsars - Rapid-fire upscaled Bright Lances.
Generally better raiders than CW Eldar in terms of boarding assaults, and plentiful Nightwing/Phoenix bomber squadrons.
More plentiful than CW Eldar, but less disciplined and elite. Mid-way between Drukkari and CW.
Craftworld Aeldari Themes
Holo-fields - Greatly decreases enemy lance accuracy and slightly decreases enemy macro weaponry.
Pulsars - Rapid-fire upscaled Bright Lances.
Wraithbone constructs - The most durable of all Eldar ships in terms of durability and armor.
Elite and few - Are more elite in boarding and fighter actions due to Exarch Shrines. Has access to limited number of Crimson Hunters that can dominate air space. Better defensive boarding.
Drukkari Themes
Shadowfields - Near impenetrable shields vs. all weaponry, but can be overloaded if saturated and then disabled until it recharges. Picture Corsair Kinetric Shrouds at max at all times, but turns off entirely if overloaded with damage.
Phantom Lances - More destructive than Pulsars, but less Rate of Fire. Higher crit chance and burst damage, but not like the current BFG:A death beams.
Very fast, but very fragile - The most maneuverable and the fastest ships. Best acceleration, decel, turn rates, and raw speed, not reliant on Solar Sails, but has the lowest hit points and armor of all Eldar.
Strongest offensive boarding - Slavers and pirates, very strong boarding actions, but weaker on the defense.
How this translates to in-game themes out of a rating of 5:
Corsair
Firepower: 4 (Pulsars and lasers)
Maneuverability: 4 (Solar Sails)
Durability: 3 (Kinetic Shrouds, medium ship armor)
Boarding: 3 (offensive and defensive)
Squadrons: 4 (Nightwings and Phoenix)
Craftworld
Firepower: 4 (Pulsars and lasers)
Maneuverability: 4 (Solar Sails)
Durability: 4 (Holo-fields, Wraithbone)
Boarding: 4 (defensive), 3 offensive
Squadrons: 5 (Access to Crimson Exarch)
Drukkari
Firepower: 5 (Phantom lances, void weaponry, more weapons per point)
Maneuverability: 5 (speed and superior turn)
Durability: 2 (Shadowfields, true glass cannons)
Boarding: 4 (offensive), 2 defensive
Squadrons: 4 (Razorwings and Voidravens)
Relationship tree to each other:
Firepower: Drukkari > Corsair = CW
Maneuverability: Drukkari > Corsair = CW
Durability: CW > Corsair > Drukkari
Boarding: Corsair =< CW (defensive) =< Drukkari (offensive)
Squadrons: CW > Corsair = Drukkari
I think if Tindalos applies the theme true to Eldar fluff, they came come out with 3 uniquely different playstyles. The relationship tree tells us by fluff Drukkari will have more heavy weaponry per points and their weapons are more destructive in nature. Maneuverability is relatively the same between the 3 Aeldari races, but two of them rely on Solar Sails while the other is just naturally fast all-around (imagine a Frigate with perm retros and HETs). In terms of durability, all 3 races have uniquely different shielding, with CW having the highest hit points and armor vs Drukkari's paper planes. Boarding in the sense the Corsairs are the most balanced all-around vs. the more offensive Drukkari and defensive Craftworlders. Squadrons goes to the CW having the best pilots in the galaxy, in comparison to the larger number of Corsair squadrons vs. the more destructive Drukkari equivalents. As for points, to get a scope of the scale of each fleet's deployment, CW is the more expensive and elite vs. the more numerous Drukkari. Corsair is smack dead in the middle.
So what do you fellas think?