Having looked through the book a bit.
A lot of this stuff is going to slot smoothly in. Honestly, Forge World's stuff is pretty close to mine.
Notable areas where it differs:
-Forge World likes big mono-task squads (i.e. Tacticals only have bolters, support squads have all flamers or all meltaguns, fire support have all heavy weapons). I don't like this. Among other things, this apparently means that the Traitor Legions all abandoned the Legion structure right down to a squad level. Oh, and that various portrayals of the Legions having squad heavy weapons are apparently wrong. My impulse here is to ignore Forge World and keep Marines fairly recognizable, for all that making Tacticals have 3+CC, 4+FF and no shooting attack would shake things up.
-Forge World added a bunch of shiny short-ranged weapons. I'm ignoring almost all of them. Probably all of them, really.
-There are a number of specialist squads (Destroyers, Seekers, Recon, Support, etc). Most of these will either be special units or be ignored.
-Forge World's view of an interesting unit is a veteran unit with a whole bunch of wargear options and some CC weapons. That's not my idea of an interesting unit.
I'll start up the 0.4 thread in a few days and post up my reasoning on the various new or revised units. Thoughts are welcome, now or then.