Starfinder News: paizo.com/paizo/blog/v5748dyo5ljwd&page=3?Bringing-Out-the-Big-Guns-in-Starfinder#106
A summary for everyone else:
Weapons can end up dealing at least 7d8 base damage before any modifiers or enchantments
Baked in damage boost tied to character level.
Lack of iteratives (which is alright with me given the above two points) makes chasing accuracy bonuses far less important
Finesse weapons are now "operative weapons" and the feat tax on them is gone.
Weapon enchantments, now called fusions, can be swapped between weapons freely.
The holy fusion overcomes energy resistance of some evil things
Weapon focus now applies broadly
Weapon levels sound really cool
Crits double all damage, and they are very emphatic on the "all" part
Soldiers are the only ones with inherent access to the full-Level-to-Damage boost weapons
Crits don't need confirmations anymore, but if you only hit on a nat 20 you don't get a crit
Inappropriately sized weapons inflict a -4 penalty to attack but don't change damage
Melee weapon handedness doesn't change the Strength bonus
Many weapons have crit riding effect, most common of which are burn, corrode, knockdown, deafen, staggered, bleed, and wound. There are a few others
Armor bonuses scale with equipment level, as does how long you can survive in a vacuum with that armor
There's a 12d10 slashing damage sword with 6d6 bleed on a crit and a 14d10 bludgeoning and fire hammer with knockdown on a crit as level 20 melee weapons
General assumption is that you can buy anything with an equipment level equaling Character Level +2