I actually managed to wake up for round two. Guess somethings will get me up and going at 7am on a Saturday!
Personally, I had much more fun this time around due to being a little more familiar with the maps/weapons. You could tell who had played last night from their movement options, especially on Saltspray Rig, where we'd just camp out the mindless rollers. Dealing with them is even less of an issue now that I'm starting to get used to the camera controls (I kept forgetting Y reset the camera last night) to see if they're setting up an ambush.
Best team combination seems to be one roller, one charger and two splattershots.
Something I noticed this play session is that some of the ledges that prevent you from swimming up can still be reached if there's a wall taller than the ledge on either side. Your character is able to jump out of the ink and land on the higher ground. Not to mention going up a wall and jumping back down is a great tactic to catch someone offguard that I didn't see used as often as I thought I would. Something to consider if you're trapped.
Kind of wish that you could hide on inked walls like you can when it's on the ground for some covert attacks, but you'll just slide down the wall if you stop moving. Gravity wins this time.
Edit: Like everyone else, I hope they patch a mini map on the screen eventually, I had to constantly remind myself to look at the map. If there's enough feedback, I'm sure we'll get a situation similar to MK8's down the line.