I don't think much of this has changed from the last sanity test, and I still don't like that it's not written chronologically. You give some of the information up front, but not all of it. Then I get a little further in the rules, and then I find out that there are more options. It's very difficult to follow.
There's just so much back and forth to the three different sections that it's difficult to follow, and to figure out what exactly I need for each section. The "Assembled" version is not that different from the base game (as evidenced by the "How to play" section being so short, and basically telling you to go back to the base game rules). It's only a little bit of setup that you change, so maybe those two versions should actually just be combined. Lots of games have an advanced mode once you play the base game a few times. I'm beginning to wonder if Assembled really needs its own section.
Jumping: If I jump a minion, it goes to my right side. If my opponent jumps my minion, it goes on my left side? How does that work for the other player?
A lot of this would be clearer if you stick to the viewpoint of what player 1 is doing. "If you jump a leader," rather than "If your leader is jumped..."
I think the 3rd bullet under "Jumping the Leader" either has too many words, or words missing. I can't make sense out of it.
"Minions" is not an action word. It doesn't fit in the list of turn actions. It should be under the action of Jumping.
Scoring: Can I only do this with 1 minion, or is it any that I manage to get back there? Where do I put it in the Reinforcements Queue--left or right?
Tell your players early in the book where to find the checkers refresher.
Afterthought: Do these rules ever explain how to use the line of sight tool, marker, ability use tokens, or even the character cards? After looking back over before I submit, I don't remember hearing about these components at all past page 4.