Yeah, artifacts probably shouldn't be included. As far as I can tell, all the old ones still have the same function.
After playing Entrenchment almost exclusively since its release, I've recently played several vanilla Sins games. And the original vanilla Sins does play quite a bit differently! (I tried both Single & Multi - player). One of the major differences that is not readily apparent is: the AI playstyle. Apparently, vanilla Sins didn't get some of the 'enhancements' to the AI.
6. Vanilla Sin's AI doesn't fight for neutral extractors, like it will in Entrenchment.
7. Vanilla Sin's AI won't make full fledged raids into enemy territory, like Entrenchment will (especially against SBs).
In the Entrenchment 1.02 changelog it says "Renormalized ANTIMODULE attack type to deal 200% damage vs structures, and renormalized its effectiveness vs. other armor types to be within the range 25% -100%". I have no clue what this means, other than possibly reversing the long list of confusing changes to damage modifiers in the prior changelog (1.0). In particular, I am curious if, damage multilpliers were changed for scouts in Entrenchment alone.
In the Entrenchment Beta 3 changelog it says: "All races' anti-strike craft frigate range increased 20%". In the vanilla version 1.1 changelog it says: "Anti-strike craft frigate range increased from 3000 to 3250." I don't know if this is referring to the same change, or if the Entrenchment change added more to the original change?