Advantage/disantvantage:

HP/lvl: A nice touch here. If you roll lower hp than your con modifier you get the modifier instead. I.e. if you roll 1 and you have 16 con, you get 3 hp.
Surprise in a round: No extra attacks, suprised people get a -20 to their checks. I don't particularly like that rule.
Mundane healing: I particularly like this rule. You need a healing kit of somekind to mundanely heal during a short rest. Also, unlike 4E you can't heal many times your hp. If you're 3rd lvl cleric for example you may gain in a whole day 3d8 + 3xcon mod hp.
Intoxicated condition:

I believe we won't see that condition again.
Saves: Aside from being "Ability saves" now, i.e. str save to break out of roper's grip etc... they don't seem to increase with level.
Also classes don't seem to confer bonuses to specific saves anymore.
Spell effects: they all stack (except the same spell).

Spell duration: Also doesn't increase with level.
Automatic success on an ability check: When you have 5+ over the DC, usually you auto succeed. I.e. if you have str 18 and the str DC to move a boulder is 13 or less, you autosucceed.
Cleric spells: It seems clerics prepare a number of spells, like 3 in 1st lvl but don't expend them; instead they spend spell slots. I.e. you prepare clw, shield of faith and command and you can cast clw twice or clw and command etc.
Magic missile: Hilarity again... it's an at will ability now = you can spam it. It's a spell that breaks from the rule of "fixed damage" as you can throw up to 4 missiles in 9th lvl. They automatically hit.
Ray of frost: 100' range, ranged attack. Target's speed reduced to -0- till the end of your next turn. No save. Sounds good? It's a minor spell. You can spam it as an at will power.
SO FAR: It seems a bit more complex than 4E but deals with most of my problems with that edition. Also brings back some interesting memories, of simpler times.
Can't wait to playtest it, problem being finding the time to do it.
Suggestions so far:
-Classes to confer a +1 to one save (i.e. fighters +1 save to str, clerics +1 save to wis)
-Races confer another +1 to one save (i.e. dwarves to dex, elves to dex)
-Feats/class features that rise DCs for spells
-Ability modifiers to increase with level or at least with feats.
- Spell effects to not stack or at least specific types of bonuses to not stack to avoid the "Christmas tree" of 3E and even late-lvl 4E. Please, please no "divine favor + divine power + divine justice + divine coolness + divine wrath + divine revenge" for a +80.
- Some spells should have duration based on level
- Magic missiles should be lvl 1/5/9 i.e 3 on lvl 9 for an insta 3d4+3 damage at 9th lvl and 2d4+2 at 5th lvl.
- Ray of frost: Change it to 1/2 speed for the target or make it 1st lvl spell