You have that all right as far as I can see.
There are still some shenanigans that are essentially deep strike, but aren't technically, such as the infiltration options first turn like Ravenguard, and some wargear that lets you redeploy, like the Necron Veil of Darkness, which aren't hit by the turn one deep strike limitation. Things that deep strike properly are now limited to their own deployment zone if they land on turn one.
Correct about no movement on the turn of deep strike (except charges). Technically that was already in the book, but it was generally read as no movement phase movement, and now means it's no longer Warptime.
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From a midnight sky, there is a searing flash, a boom, a brief moment of destruction, and then it is gone.
Kabal of Lightning Strikes - Project Log
Drukhari damage output analysis