So, after some research and hands on with the game I've concluded:
Their usage of Saber3D goes beyond just plain-old rendering. They're using other parts of the Saber3D engine as well (you can read about the engine
here). The UI is actually built using Scaleform (Halo Wars also used Scalefrom for their UI). This also includes the HUD.
Saber3D also uses Wwise for sound packaging (another middleware which Halo Wars also uses). So, I'm willing to bet money that they're also using Saber3D's sound engine too (since they went back and touched shit up anyway).
The content system seems to use non-monolithic archives/cache files. This is totally different from Halo all together. So for ex, where Halo uses a cache file to store everything about a single scenario, Saber3D has shit broken up into separate files (ex, shader caches are their own files). Even if they port this to PC later on, you won't be able to just use the HEK to create mod content for this. You could probably get away with just changing the definitions of AI, objects, physics, or anything else immediately simulation-related.
With that said, even though this is a campaign-only game, chances are high that there will be some sort of content validation in place (at least SHA1). Possibly even encryption and/or digital signatures (IIRC, Saber3D supported the former for its files)
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