So vehicle balance didn't make it into the TU (more specifically, Banshee balance). While I hope it's near the top of the list for any hypothetical TU2, I think I can see why it was dropped for the changes we DID get in TU1.
Bloom affects the core gunplay in the game. Armor Lock and Camo affect almost all Reach/AA gametypes. Adding in the CE pistol silences many of CEA's detractors. Sword blocking is a bit surprising, but maybe that was an easier fix to include.
As for some of the things we didn't get:
- Movement Inertia Change: I'd be very surprised if this is even possible with a TU, at least with the techniques they seem to be using. Might just have to deal with it and move on.
- Fall Damage Removal: I'm okay with this missing TU1. It really only affected Headlong and I don't think the map will suffer as much as a map designed WITH fall damage in mind suddenly being played WITHOUT it (i.e. Tombstone in Halo 2). Really I can't think of any other map in Reach that desperately needs fall damage removed, so it might not even be worth the effort required.
- Vehicle Balance/Health: Only affects Timberland and Headlong as far as CEA is concerned. Gunplay needed more immediate attention.
- Banshee Balance (Nerf this, buff that): Only affects Headlong in CEA. And take a big grain of salt here, but what if Headlong's .map has a "Heretic Banshee" in the same way Avalanche from H3 had Transport Hornets?
Keep the normal Banshee as a Forge object too, that way players can still use the Reach version of the vehicle if they want to (for some ungodly reason). Later, when/if TU2 fixes Banshee balance across all of Reach you can replace Headlong's default Heretic version with the normal Reach one and the vehicle characteristics will be determined by the gametype (the same way that the new bloom and armor lock/camo settings will be).