I don't know what to expect.
What I'd like is a computer game that cleaves closely to the saner sort of pen & paper mechanics (since Ken St. Andre is involved I imagine this will be the case) which are presented as transparently as possible and preferably includes ideas seen in P&P games that haven't been, but would be suitable for translation to a CRPG. I want the gameplay to focus on the player making sacrifices and tradeoffs to get what they want; something like FATE's fate point system (if you're unfamiliar: basically every character has a pool of points which they can spend to get bonuses or reroll shitty rolls. To get more points, though, you have to trade them with the GM in exchange for your character taking maluses or rerolling good rolls) would be delightful. I definitely want to see them take a different approach to item maintenance, survival (as in food and water) and healing than we've seen in any game so far, in keeping with the trade off philosophy (splitting the game into travel and rest phases might be one approach - other tasks other than resting can be performed during that phase, but that will retard that character's recovery. Would work best if fatigue is a significant gameplay element). I also want old-school, incremental 'dungeon' exploration; you clear a few rooms, restock, then come back; none of this shit that's balanced to be blazed through in one go.
Oh, and I want an intuitive keyboard driven UI, maybe along the lines of Blitzkrieg's (I liked how the position of the command onscreen corresponded with the position of the shortcut on the keyboard). None of this mouse shit.
I'd also like to be able to customise the gameplay experience; frex, if I don't want survival mechanics (for whatever reason, I love those things) then I just check at box at the start of a new game and not have to bother. This should extend to metagame resources like saves as well - save anytime, save outside of combat, save in town, save on exit only. Et cetera. I don't care if this unbalances the game.
As far as in-game content goes, I want a grimy 80s action aesthetic (think The Thing or Terminator more than Commando, though) and corresponding 'retrotech' - ie. shit they thought would be futuristic in the 80s, not stuff like we have now. I don't want realism. Wasteland wasn't realistic. I want robots and Elvis impersonators and bondage leather biker gangs and mohawks and gigantic fanged rabbits and blued steel and weathered walnut stocks and all that good shit. I don't want picatinny rails or ceramic firearms or tactical anything, let alone wi-fi or tablets (unless they have monochrome 112x80 displays) or nano-tech singularity stem cells.
Actually, as far as weapons go, if Charles Bronson ever shot someone with it, it should be in the game, practicality be damned. No licences, serial numbers filed off only.
I also like Awor's ideas about combat scale and features. That way they can fit in vehicles without them looking silly or having billions of movement points or, god help us, including a vehicle-combat sub game separate to the main combat system.
While I'm at it, there should be three kinds of vehicles: Harleys, Mustangs (well, alright, if it's represented in Street Rod I or II it can be in the game) and APCs, preferably with lots of wheels, a la BTR 60s or LAV-25s. Tanks would probably be a bit unbalanced.
tl;dr I'd like to play something completely different to everything else please