There is no minimum attribute needed to cast spells. You gain a limited number of bonus spells for having a higher attribute in your spellcasting stat. And by default the attribute modifier is not added to the target number for a saving throw but it easily could be if your CK so desired.
C&C will use the zero level NPC method of the older D&D editions. If you want your local barkeep to have some experience with a blade make him a 1st level fighter instead. Remember, classes in C&C are not supposed to represent occupations, but rather archetypes. So the above barkeep doesn't have to be an ex-adventurer to be a 1st level fighter. He's simply a man who has seen some combat in his life and has a working knowledge of fighting men and their tools (sounds like most any innkeeper or barkeep to me anyway).
And to say a few words about the above mentioned play session:
Remember that attribute checks are not part of the 12/18 system. An attribute check is 1d20 + attribute modifier + character level. The target number is totally ad-hoc and has nothing to do with the stat being prime or not. So using attribute checks to test the 12/18 system isn't going to work too well. Those checks are supposed to have calculated target numbers on the fly. If a 1st level fighter with an 18 strength and a 20th level fighter with an 18 strength both want to move the same boulder and the CK decides he wants it to be very tough and for both characters to have the same chance (say he wants either of them to pass on an 18 or higher) he has to set the target number as 22 for the 1st level fighter (18 + 3 str bonus +1 level bonus) and as 41 for the 20th level fighter (18 + 3 str bonus + 20 level bonus). Yup, different target numbers for different characters trying the same thing. It's a new concept but it does lend some interesting flexibility to the CK's job.
There are no search or spot checks in C&C. I've always liked the roleplaying way of doing it better anyway. A character tells you what and how he wants to search. If he finds where you've hidden an item then he finds it, no roll needed. For spot you can simply use surprise checks or a wisdom attribute check (or several other ideas).
There will be no critical hit system in the PHB. But adding your favorite one shouldn't be at all difficult.
What's so special about this game is something that everyone is going to have to answer for himself. My answers would be in the dozens but a few of my favorites are; simple and durable rules, well balanced races, well balanced classes, rangers and bards that don't cast spells, a system that lends itself to faster and more story focused play.
The lack of skills and feats is also on my personal list of reasons to play C&C.
Initative is easy enough to do in d20 style if you wish but I prefer the roll every round method. Accounts for the fact that you're not playing a turn based video game and that the action is flowing.
If their AC was too low then they need to buy better armor.

The C&C armor class system isn't really different from any other edition.
If the CK feels that 4d6 drop the lowest is better that doesn't break the game but having a base of 3d6 allows those who want something different to build instead of having to strip down and then rebuild. That's the mission statement of C&C after all. The Trolls start simple and solid and let each group make the game their own.
Assigning target numbers to class skill checks (rogue climb ability for instance) and for saves is pretty simple. Everything is spelled out except any situational modifiers the CK might want to add. Attribute checks, on the other hand, can be a bit more tricky but it's not difficult to get the hang of those either.
As for when the boxed set is going to ship I have no idea...I would imagine very soon but that's just my own guess.
