Sorry I forgot my link. I’m not familiar with zBrush, so I’ll list the new UV changes here:
*Polygon UVs menu reorganization
The Polygon UVs menu is divided into two new UV-specific menus as part of an overall polygon menu reorganization. The two new UV mapping menus are named Create UVs and Edit UVs and are located in a new menu set named Polygons
*UV Texture Editor updates
The toolbar in the UV Texture Editor is reorganized to better reflect user workflows. In addition, the items named Selected Images and UV Sets that were previously at the bottom of the Images menu are now separate menu items named Textures and UV Sets.
*Transfer polygon attributes between meshes
Maya can now transfer UV, color per vertex (CPV), and vertex position information between surface meshes that have differing topologies (that is, the number, arrangement, and connectivity of vertices on each mesh is not identical) using the new Transfer Attributes feature.
*Move UV shells in the UV Texture Editor
The UV Texture Editor now includes a new Move UV Shell Tool to let you quickly select and reposition UV shells as they appear in the 2D view of the UV Texture Editor. The Prevent Overlap option prevents the shells you move from overlapping other UV shells.
*Display overlapping UVs
The UV Texture Editor now provides the capability of shading UV shells in order to determine areas where UVs overlap. The new Shade UVs feature shades the UV shells with a semi-transparent color. Regions of overlapping UVs appear more opaque than regions where no overlap occurs.
*Display the winding order for UV shells
The UV Texture Editor now lets you see the winding order for UV shells with the new Shade UVs feature. Determining the winding order helps to understand and troubleshoot the mapping of textures on a polygonal mesh. Depending on the orientation of the UV shell, the shading in the UV Texture Editor will appear in either blue or red.
*Improved tangent space calculations
When creating a model using mirrored geometry or UV mapping, mirrored faces will have their UV winding orders reversed. In previous versions of Maya this would always result in a flipped binormal, and the normal and bump maps would appear inverted. You can correct this using the UV Winding Order Detect option on the Shape node to calculate the binormal based on the V direction of the UV mapping.
*Support for left handed tangent space normal maps
You can now choose to work in a left-handed tangent space in Maya. This allows direct compatibility between Maya and external game engines and environments that use or require a left-handed coordinate system. This affects both the generation and display of normal maps.
*UV layout options improved
The UV Texture Editor now has improved options for automatically optimizing the space between UV shells when they are laid out. New Shell stacking options in the Layout feature (formerly Layout UVs) specify how the bounding box is created around UV shells when the layout occurs. The new Shell stacking option is also available with Automatic Mapping to create UVs.
*UV options for polygon primitives improved
The terminology for the creation of UV texture coordinates for polygon primitives has been changed from Texture to Create UVs in the primitive options windows to better reflect what occurs with this option. In addition, there are new UV options and default settings in many cases.
*UV unfolding options enhanced
The Unfold feature (formerly Unfold UVs) has new options to constrain the unfolding of UVs. You can constrain the unfolding of UVs in either a vertical or horizontal direction as they appear in the UV Texture Editor.
*Mapping UVs guide in the Maya Help
The UV mapping and editing documentation is now contained in a separate user guide within the Maya Help to better reflect user workflows. This documentation is now located in the Mapping UVs guide within the Modeling section of the Maya Help.
As for the other features, go to this thread:

with 8.0 does MR for maya support the same 3 satellite nodes with Complete… or have they increased this…?