To lend some kind of order to this, I'll follow the Read First document's general order.
They changed a few things here. Some of the changes are things I don't recall clearly. Grappling is still a total waste of time without some kind of additional enhancement through feats or the like, unless the defender's party is down to pretty much just the one defender. If not, grappling makes the attacker so vulnerable that I don't know why you'd bother. 4e is the only edition worth mentioning for grappling rules that are at all enjoyable, and there only because the Brawler build for fighters is so cinematic. I'm certainly disappointed that Push and Disarm are now gated behind martial feats. Let's try to remember that this is a game in which most classes are going to get four feats, ever, so they won't get to play with more than a tiny number of toys in the Feats list over the lifetime of the character. The design of 3e is bleeding in here, in a worse form than in 3e: look at all these neat toys! No, you can't have any of them, screw off.
The whole approach to feats here (yes, I'm skipping around, that's what "off-the-cuff" is meant to warn you about) loses something I really, really liked about the early parts of their design. Specialties are great as package deals, because they give you a unifying way (I'd call it a theme if it didn't make me so sad that WotC dropped that term) of thinking and talking about the character. Specialties are great if you look at them as a kind of secondary class.
Moving on. I did think that the previous packet's model of having all trained skills improve simultaneously was lacking. It also didn't give the player a chance to learn new skills without spending one of those rare-as-hen's-teeth feat slots. They've gone to the other extreme here. The base skill die is a d6 again. Three times in your career, you can increase one skill by one die size. The design is now much too stingy on skill competence. The good news is that it's easy to buy things outside of your class. Looking at the list of DCs in the DMing chapter of the packet, though... is a total mess. Track is not an independent skill, but it is a function of Wisdom that you have to spend a feat to use. Since it isn't a skill, I guess you can't get skill training in it? So... how were you ever going to hit DC 30? You can't fool me - your Wisdom bonus can't go above