Awesome episode for sure.
One thing I am worried about is that the "3 goals per player and then some" system might introduce too many simultaneously active but very different objectives to the game, making it difficult to keep track of all the different motivations with which players are (or should be) acting. I already forgot half of the goals the players picked this week. Perhaps they could be posted somewhere or integrated into some of the stream's graphics (the attribute listings?).
In Swan Song the goal system seemed a bit awkward with the players frequently forgetting their own personal goals and goals generally not being resolved very often (compared to how often xp is awarded in normal DnD). I hope it works out smoother this time. Perhaps, with less focus on fighting, the need for xp and level-ups is much lower anyway.
I'm glad you now want to resolve goal xp immediately instead of at the end of the episode. That will surely help with goals drifting on as parallel side quests for extended periods of time.
However, together with "you can change your goals anytime", this change makes we wonder, what the point of declaring any goals beforehand is. Do longer-standing goals inherently merit more xp? Why wouldn't players just update their goal as soon as they have an idea for how a scene should end?
I feel like most player goals could either be restricted to a few subsequent scenes ("I want to try resolving conflict X with character Y.") or could just as well be (longer-term) goals for the whole party, as they require effort from the whole party ("I want to find/unravel/slay/topple X."). This excludes one-person side quests such as "I want to obtain parts to upgrade Pi.", but I'm not sure I'd miss those much. In return, one could significantly cut down on the number of simultaneously active goals that need to be remembered and kept track of.
Anyway, I hope my worries are unfounded and the new system works out. The storytelling and roleplaying certainly already do!