Sure, lets see if I can summarize this for you. I will actually take them in reverse order (Thread Sight, Astral Sense Spell, Astral Sight Talent) to show you how different they are. Btw, these three forms of astral sensing are on a continuum which ends with the Netherwalk Talent (building an astral body for your spirit to walk in while your physical body meditates), and then finally converting your physical form into an Astral body (see ED3 Gamemaster's Companion, p7 Namegivers In Astral Space).
Thread SightRange: Touch
Uses: Perceiving the patterns of Magical Items in order to Threadweave to them (and obtaining an item's next Test Knowledge with some risk attached, see below for errata). An ability shared by all Adepts which have Threadweaving (Circles 1+ for spellcasters, 4+ for the others). To quote the Threadweaving Talent, this allows "only enough vision to see threads and patterns." This ability
projects the simplified image of a Magical Item's True Pattern into an Adepts mind. This happens automatically when attempting to weave a Thread to an Item (rolling against Item Spell Defense). No re-rolls for additional details. Cannot be used to sense the magical Patterns of creatures, Namegivers or other auras.
[This is, in Earthdawn metaphysics terms, because "Threaded Items are their own Pattern Items", i.e. you always have a physical piece of the Pattern right there in front of you.]
Due to this, you can also use Thread Sight to ask a True Pattern what it's next Test Knowledge is (a rank one might be "What is my Name?"). This is mentioned on p. 111 on the ED3 Player's Guide as possible, but not the section on Test Knowledge... errata? Yup.
[ Wow, I had to go back to the 1st edition Thread Sight Knack in Magic:AMOMS to clarify. Short form below. ATTN ED3r team!]
Thread Sight Rules (I would just fold it into the Threadweaving Rules Chapter)
The Adept must be touching the Item. For 3 strain, the adept may probe or connect a temporary thread to the True Pattern of a Magical Item (roll vs Item Spell Defense). The Adpet may then ask what type of knowledge the next Test Knowledge is (for this roll a Perception+Half Magic Test for spellcaster Adepts, raw Perception Test for all other Adepts VS the item's Spell Defense). Each attempt cost 1 additional strain, and only the very next rank may be learned regardless of success level achieved on the Result (stop at one success). This probing makes the Adept vulnerable to "magical traps or wards in the object's Pattern". Use the standard Trap Rules, but only allow the following to detect or avoid the trap: Detect Trap Talent, Disarm Magical Trap Talent, raw Perception (Perception+Half-Magic for spellcasters). Each roll to detect or avoid costs 1 strain.
[Suddenly, Item History is really worth it..... and hey, TRAPS YOU CAN'T SEE.....

]
Astral Sense SpellRange: 30 yards
Uses: Projects a more detailed image of a True Pattern into the caster's mind (the detail difference of an abstract line drawing and a masterwork painting). This can detect and study the astral imprints of Items, creatures, Namegivers, and other magical presences. Caster rolls Spellcating vs (6)+corruption modifier. Spell lasts 10+ minutes.
During this time he may roll an Effect Test each round for two purposes (these Effect Tests are Simple Actions):
1) Sense a Pattern. The caster senses and notes a Pattern or Astral presence with a Spell Defense under the Result, starting with the lowest Spell Defense. As the Adept can only sense one pattern at a time, they usually get their companions or any known magical patterns out of the way first.
2) Focus the spell on a target. Repeat an Effect Test against a target already sensed and noted to gain more detail or information on the Pattern. This
requires an Average result for the first detail requested, and one result level higher for each additional detail.
Note: If the caster fails the Spellcasting roll but rolls above 6, they learn the failure was due to corruption from the side effects. If any of the Effect Tests fail, that target's Astral imprint is 'lost' and must be detected again. This may not be used to learn Test Knowledges. Patterns hidden by another magical Pattern may be detected with an Excellent Result or better vs Spell Defense (masked objected cannot be studied in detail).
Astral Sight TalentRange: 10 x Rank Yards
Uses: "Looking" into Astral Space, studying Patterns and Threads for details.
For 1 strain the Adept may peer into Astral Space directly for Rank rounds. This is perhaps the best "astral sensing" method short of building yourself an Astral body (thus making yourself vulnerable to the effects of Astral Space).
The Adept sees the astral imprints of everything around themselves up to the maximum range by rolling against (6)+corruption modifiers. If the Adept fails this roll but rolls above 6, they learn the failure was due to corruption from the side effects. The Adpet can tell if imprints around him are mundane or magical and determine the classification of the astral space in this region. The adept may 'focus' his Astral Sight to learn details (rolling against target Spell Defense, starting with Average Result, requires +1 Result level for each additional test). These additional Tests do not cost Strain if used within the original duration. If the duration runs out, or any of these rolls fail, that target's Astral imprint is 'lost' and must be detected again (taking 1 strain to re-detect the imprint). This may not be used to learn Test Knowledges. Patterns hidden by another magical Pattern may be detected with an Excellent Result or better vs Spell Defense (masked objected cannot be studied in detail).
Ok! Hope that helps!