Working with facial rig might get easier.
But bones/skinning fans needn’t worry, it will also offer a more traditional and detailed way of controlling the shapes and expressions, as well as a fine control over the head’s complemented elements (eyes, eyelashes, inner-mouth, tongue and jaw features), and all perfectly adapted to your animation’s approach i/o (MoCap, Video tracking, Keyframe…).
This one might get really useful for both indie developers and larger studios’ devs, who want to save money, time and energy. We’ll be looking forward to getting more on the launch of this feature.