If I were trying to do that, it would be a problem lol. I don't want this to replace 5e at all. You hit the nail on the head though, this is meant for people who want to get a feel of 5e, and/or play a quick game. I suppose there's a third as well. For folks like me, who are fans of b/x, it can also be played by players who want to jump right in and not get bogged down by mechanical options, but jump right in. Why yes, as a analyst in my day job, analysis paralysis is a real thing for me lol. Just giving me barebones helps that.
One thing you may note is that I've given fighters the ability to choose either strength or dexterity to be proficient in, so it covers a broader archytype than just the old school STR based fighters. Combine that with background options, and I hope I've got dex based fighters covered.
What are the advantages of this vs. Five Torches Deep or Into the Unknown? Full Compatibility?
Also, what I look for with new players (in any system) are character sheets that are intuitive or even explain the basic mechanics (like playbooks in pbta) and/or simple reference sheets that teach the rules. So I'm wondering if the the actual rulebook should be something that's more gm-facing only?