Conjectural rules gleanings:
Scouts get healing surge 6+<Con mod>/day
Defenders get healing surge 9+<Con mod>/day
Controllers get healing surge 6+<Con mod>/day
Most classes get 4 trained skills. The example Warlock is trained in Bluff, Insight*, Streetwise, & Thievery. The example Fighter is trained in Athletics, Endurance, Heal, & Streetwise. The example Wizard is trained in Arcana, History, Religion, & Stealth (with an additional +2 from the feat Skill Training: Stealth)
*There appears to be an error on the sheet here, unless a bonus is involved somewhere from racial or class mods. Since Insight is Wis-based, this should be +4 instead of +6 (if half-elves or warlocks get +2 to Insight, it adds up).
All characters can use Acrobatics, Athletics, Insight, Perception, & Stealth untrained. (Are other skills trained only, or perhaps just not listed on the standard character sheet since they follow a unified mechanic - but then why no entry for 'other skills'?)
Either Encumbrance is gone, weak characters can carry a lot more, or base movement is higher than in 3e. Note the warlock & wizard both with STR 10 carrying 50 lbs. of hempen rope + assorted other stuff & still moving at 6 squares (30' in 3e terms).
Edits: Added stuff gleaned from the Wizard character sheet & revised some other things based on it.