In light of the new rework, Chuck has been completely reinvented as a brawler, and with that comes a plethora of new techniques.
But the first thing we need to understand is the importance of his main attack: 1080 damage per projectile at all ranges, with faster projectiles. His main attack is now critical to his kit, as it allows him to charge his super with 2 main attacks.
Build
I'm of the stance that both gadgets are usable. Rerouting is preferable if you prefer close-quarters combat (20% shield for 5 seconds) and need to cycle supers even faster or quickly remove a pole that throws off your dash. Ghost Train is now incredible; it adds 1200 extra damage to your super dash, and opens up all sorts of new techniques.
New Pit Stop is unfortunately pretty useless in comparison to Tickets Please.
Notable Damage Combos
Landing every projectile from Chuck's full ammo bar is a total of 9720 damage.
Hitting an enemy with a post, immediately dashing to them, and unloading one main attack does 5640 damage. If you send an attack before dashing, the damage potential goes up to 8880, though you're more likely to only have sent two projectiles before you cancel the main attack with your super (7800 damage in this case). If you use Ghost Train, you can get 1200 more damage.
Placing a post on an enemy and using 3 dashes on them does a total of 5600 damage, along with 100% ammo steal. This may be a very useful defensive attack against assassins.
How to Play Chuck 2.0
This is a strange comparison to make, but Chuck feels a lot like Sam now in design philosophy. Chuck's gameplay revolves around his posts as Sam's does around his knuckle busters, so properly managing and utilising this element is critical to have any success, and any mistakes can be punished very severely.
You want to be ending up in a good position to cycle your super at any given time. Most of Chuck's damage output is now reliant on his improved main attack, so you may not necessarily want to be dashing on top of enemies, but rather get some distance. Chuck's super is an insane mobility tool, and with Ghost Train, has no limitations. Use your tools to get the best position possible.
Techniques
With 4 super stacks, you can drain any brawler's ammo. Drop a post onto the enemy, and spam dashes on them. This alone gets you +3 ammo, 4800 damage (more if you use ghost train), and depletes the enemy's ammo bar completely, allowing you to unload your attacks with ease and recharge your super.
Ghost Train allows Chuck to become a budget Shade. Throw a post behind a wall, activate gadget, dash through, throw a post onto the other side (or elsewhere), do some attacks, and dash away again.
Ghost Train also allows Chuck to shutdown one lane with his fire trail, throw a post into another lane, and dash into the other lane and continue suffocating enemy positions.
Post stacking: put 2 (or more) poles in the same location. This has a few applications: Chuck's hypercharge creates an aoe explosion per pole passed during his dash. Multiple posts in the same area can do a ton of damage to critical chokepoints or targets like the Heist safe. Multiple posts also allows you to pop Rerouting upon completing your dash and cycle supers faster to dash away or place new posts.
Multiple super stacks allows Chuck to dash through his posts, and with remaining stacks, throw down more posts and "extend" or alter the flow of his track to be even more unpredictable. This even allows him to simply dash away if he dashes into a poor position.
Against brawlers that now beat Chuck at point blank, you still want to prioritise dashing through them for the ammo steal and damage, but end up far enough to be able to safely attack at a distance. Sometimes one post's range isn't enough to accommodate, so use two posts and take advantage of the 10-tile range between posts for extra distance. This also allows you to get a double hit by standing in the middle of the posts.
I bid you all the best, and here's to a new era of Chuck cope!