I don't think all that much has changed except for the addition of meshlet and raytracing stages:
The 'descriptors are hard' article is a nice modern compagnion IMHO:
https://www.gfxstrand.net/faith/blog/2022/08/descriptors-are...
Also the D3D12 functional spec might be useful too:
The mesh shader pipeline isn't just an addition, it replaces several pieces of the old pipeline, like vertex shader, tesselation and geometry shaders. It's a pretty big departure. Though most engines don't use it yet I believe.