There was a small interview of Nomura about Kingdom Hearts III in a Finnish magazine. Not sure if any of this is new information, but here are the essentials from the interview.
-Nomura has heard the complaints that the Disney worlds & their stories have become a bit too separated from the larger KH storyline and has tried to take that into account when they've been coming up with the Disney worlds & stories of KHIII. They'll still have their own short stories but they'll try to better integrate parts of the KH story into what happens in the Disney worlds.
-as he has said before, he can't really comment on any other worlds that are in the game but the ones that they have shown/announced. He talks about the process of choosing worlds. Basically, anyone in the team and even outside the team can make suggestions, but they have to make detailed descriptions on how the worlds would be and preferably also suggest some gameplay mechanics & gimmicks that they could use in those worlds (i.e. a large part of the reason why Tangled was picked was Rapunzel's hair). Nomura then goes through those suggestions and they try to choose all the ones that sound the most fun and try to fit that in the larger narrative & gameplay ides of what they've planned for KHIII
-the struggles of the FF franchise doesn't affect how they handle possible FF characters & their storylines in KHIII (i.e. they aren't going to diminish the presence of FF in KH just because the franchise might be a bit damaged in the eyes of the gamer public)
-he doesn't go too in-depth on why they switched to UE4, only to say that what we originally saw was prototype stuff from a period of development when they weren't too deep into the full production of the game and were still just figuring out a lot of stuff related to the development of the game and now that the game has been in full production for quite some time they are trying to achieve the level of graphics seen at the time and maybe even exceed them
-one of the bigger evolutions is, of course, the size of areas. Whereas the old KHs had loading screens constantly, they'll try to eliminate loading screens as much as possible
-the gameplay needs to be familiar but also there needs to be fresh & new things. So they are balancing with stuff like making movement (jumping, combos etc.) feel familiar while also offering new things
-those Disney Amusement Park attraction moves are one of the big new combat features. They are partly based on the idea of the flow motion system from DDD, but because of people's complaints about flow motion, they've tried to make something as flashy but in a bit more controlled fashion. They are optional & can be extremely context sensitive. Some can be limited to certain areas, others can even be battle-specific. Whenever you can use one, there's a command-prompt on screen and you can choose to use one. Or not.
Aaand, that's all. Really not all that much new stuff (if any at all), but anyways...