also, from the few hours i spent into it, here’s a more complete new poly options (actually the Polygons MenuSet features)
Mesh and Edit Mesh separate menus with
-Insert Edge Loop has on the fly adjusting of the number of splits
-Add Divisions now has Quadratic (the old stupid edge/face subdividing algo) and the new UV subdividing (a hell better than the quadratic since you can specify the number of divisions for U and V)
-Select Shortest Edge Path Tool
-Bridge tool with:
*linear bridging
*curvature based bridging (very cool)
*curve based bridging
*Taper graph, twist control
-Merge tool now allways merges if you only select 2 vertecies (hehe very handy option :))
-Merge Edge Tool has new edge positioning options
-SoftMod with color feedback and Volumetric Fallof and Topology Based Fallof (Finaly!)
-Split Poly Cuts even if you skip edges (a huge time saver)
-similar commands unified
-Move Compont finaly works in any select mode
-Menu Set customisation (hehe, now finaly i could make a Plugins MenuSet where i put all the plugins custom menus :))
-Subdiv Proxy has a separate Menu with options like:
*toggle visibility between proxy and smooth
*show both proxy and smooth
*crease tool (with enhancements)
*remove Subd Proxy Mirror (leaves only the base proxy, unmirrored in case it was mirrored)
-enhanced calculation expressions for the Attribute Spread Sheet / Channelbox.
I see that you can now even type %5 in the channelbox and it automatically puts the right result in the respective channels
-new Normals separate Menu with all the needed options inside (didn’t have time to see if those were enhanced)
-new Color separate Menu (it also has a Set Vertex Color Key tool, don;t know if it’s new though :D)
-Create UV’s separate Menu (with enhancements as i see)
-Edit UV’s separate Menu
-Select separate menu (with all the goodies inside
-you can now switch the renderer between OpenGL/D3d/High Quality (the first two need to be compiled though, but their c++ source is included with maya). This will be really cool in the near future since peeps can write their own viewport engine, even a game engine can now be integrated as a renderer i think 
oh, and what i like is that the whole menus were rethinked and reorganised. It’s a hell easyer to access thing now 
i surely missed something, this is just a quick inspection of the tools i did this morning 
hehe, almost forgot, on the HowardB scene i’ve encountered an FPS doubling, that ROCKS!!
in maya 7 i got 14-18fps and in Maya 8 i got 29-32fps with no driver change at all!!
though it seems the boost only comes in complex scenes, with many objects. On a simple scene i didn’t get a notable boost 
correction: hehe, i didn’t turn the nurbs surfaces to high quality
Now i get 22-23 fps in maya 8 
so, it looks like all the small enhancements anyone wanted for years are pumped into Maya 8 