Reading through right now. Notes will come as I go.
Actions -- AoOs have been turned into an entire action. Everyone gets one per everyone ELSE'S turn, according to my reading. (IE, A, B, C, and D are in combat; A gets an Opportunity Action on B, C, And D's turn.) Immediates have been split into Interrupts (interrupts and action) and response (responds to a resolved action), hich is nice because it clarifies the timing of an effect. Too many actions now, though.
We get an upkeep at the beginning of our turns. Interestingly, you can't spend actions there -- this may or may not include immediates.
You CAN trade down standard and move to minor, a la Galaxies.
Huh, another upkeep at end of turn.
It's amazing how much of this we already know.
Bull rushing... is relegated to powers now. The "forced movement" rules are interesting. Probably the most relevant part is that forced movement does NOT provoke AoOs.
Ah, we get to the character sheets. Interesting tidbit here wit profound effect. The dwarf fighter has a Maul that deals 2d6 damage. This tells us that some weapons will now equal the might of the greatsword.. but it's going to be pretty awesome when I'm Crushing Blow-ing (level 3 power, encounter, 4W damage) for 8d6 plus mods. Especially since damage boosters are so hard to come by now. We also have an at-will power that deals damage even on a miss, which is nice. Tripping is now also power territory, an the dwarf Fighter gets a level 1 Encounter power to do it.
UGH! Power attack is now FIXED! -2 to attack, +3 to damage. Still, in an environment where practically everything gets a huge to-hit bonus, it's not bad at all. There's also a leel 2 daily power for the Fighter that heals.
Interesting! Rogue now has a LOT of battlefield control options; almost every power involves either the Rogue moving before attacking or moving the OPPONENT! The level 1 daily is kind of insane; after a successful hit, you can move an opponent 1 square. Oh, and apparently enemies are only flat-footed (sorry, combat advantage) against Rogues if they haven't acted yet. Everyone else is fine.
Woah, woah, woah. Sneak Attack has two big changes. One, it's once per round. (Big deal; no more full attacks.) Two? At elvel one, it's +2d6, with a feat to increase that to d8s!
Wizard looks pretty much like a bad blaster mage. Ugh. Warlock wil lbe better, from what I saw at hte local demo. Paladin looks like a crusader, CLeric looks like a wannabe Crusader.
More in-depth when I'm not this tired.