I really don't understand people saying that this new Faith system is so much better or that the old one was in any way confusing.
And I don't even play Sisters.
My opponent who regularly does always had a well-displayed tally of his faith points and always kept it properly updated. I could never remember which powers required rolls over or under the unit sizes, but it's not like I was ever surprised by what the powers did after playing with him a few times (though, granted, it's difficult for it to sink in just how -tough- some of those units could get with some acts - like the 3++...saw a small squad of Seraphim hold up an assault termy squad for an entire game!).
The new system just...sucks. It doesn't scale with the army and relies a -lot- more on random chance...and it's no simpler than the old system.
IMHO they should have just stuck with the old way for calculating faith points and changed it to a LD test to 'simplify' things...maybe tweak a few of the powers. I don't think it's all that bad that each unit has its own 'type' of AoF now...but some of them just suck, and almost all of them only do one thing, which really kills versatility.
I would have liked to see it handled more like GK psychic powers were. Everyone gets hammerhand (which has the potential to always be useful) and force weapons, and their own power that compliments whatever sort of unit they are. Instead, sister units all get only 1 power each which typically has only 1 use...oh, and they may not be able to use it, since only D6 units in the army per turn even get to attempt their powers. And they can't use powers in the opponent's turn...geez.
Oh, and why the Sisters don't have -any- psychic defense any more is beyond me.
I really wanted this codex to be half-decent for the sake of playing games against my buddy, but it just looks like a colossal letdown.