Pure thought dump as I'm going:
Stats
Lets stick to 3-18. I know it's been stupid for a long time, but it's traditional, and some traditions are just not worth fighting. Plus it lets you do +1 to 2 stats every 4 levels, which everyone I know enjoyed.
Defenses
I think we shouldn't include that line about flat footed. I think being surprised grants Combat Advantage is fine, and the Combat Advantage mechanic has been solid since forever.
Resting
I think this is actually TOO setup. I'd just say "GM's discretion on what a prolonged rest is." We can also discuss optional fatigue mechanics (I love Wikis, you can have optional mechanics with zero clutter), etc., but the fact of the matter is "what is a prolonged rest" is something GMs should answer on a campaign-by-campaign basis. Give them some guidelines.
Healing
The more I look at it, the more I think the name "Reserve Surges" is nonsensical. It needs a name like "Stamina Pool" or something like that. Something that shows it's the long-term effect of battle wearing you down. As your stamina depletes, you eventually become unable to be healed.
Hmm, we could probably have mechanics for abilities that only effect adventures below 50% stamina. Interesting.
Robust Saves
This is all fluff. We have fluff in our mechanics.
Skills
Lets leave the skill mechanic off for a bit. I actually have an interesting idea for a Apprentice/Journeyman/Master system that would give +3/+5/+7 to a skill when you roll it, to represent different levels of advancement, and which would be more interesting than the flat +5 (everyone who is good with Arcana is equally good with Arcana...) without introducing 3E levels of 'goddamn mishmash.'
But I will note +3 as the total you can ever get is totally inapporpriate. With abilities scaling to +6 eventually, training in a skill will seem inconsequential next to having a core stat. This kills the ability for a fighter to be a great negotiator, or a Wizard to pick up skill with Thieving because of a lowly origin - you'll just never be "up to snuff" in any way with the people who have a core stat there - EVEN IF THEY DIDN'T TAKE THE SKILL
Techiques
Ohhhh god utility powers. Can we kill the system off and replace it with something better?
Too much cruft in descriptions too, but style issue.
Weakness/Resistance
I dun like it. Half/double is HUGE. If we assume an average hit does 10-25, double damage is 10-25 more damage. If I wanted to make an item "Heart of the Fire Lord" that did cool things but gave you cold vulnerability, for flavor, it would result in you being STEAMROLLED against cold sources. Cold Vulnerability 5 would be perfect, on the other hand - you'd feel the pain, but it wouldn't be 'character death' levels of pain.
It's a good starting point. Now we need a gdoc or wiki...
Stats
Lets stick to 3-18. I know it's been stupid for a long time, but it's traditional, and some traditions are just not worth fighting. Plus it lets you do +1 to 2 stats every 4 levels, which everyone I know enjoyed.
Defenses
I think we shouldn't include that line about flat footed. I think being surprised grants Combat Advantage is fine, and the Combat Advantage mechanic has been solid since forever.
Resting
I think this is actually TOO setup. I'd just say "GM's discretion on what a prolonged rest is." We can also discuss optional fatigue mechanics (I love Wikis, you can have optional mechanics with zero clutter), etc., but the fact of the matter is "what is a prolonged rest" is something GMs should answer on a campaign-by-campaign basis. Give them some guidelines.
Healing
The more I look at it, the more I think the name "Reserve Surges" is nonsensical. It needs a name like "Stamina Pool" or something like that. Something that shows it's the long-term effect of battle wearing you down. As your stamina depletes, you eventually become unable to be healed.
Hmm, we could probably have mechanics for abilities that only effect adventures below 50% stamina. Interesting.
Robust Saves
This is all fluff. We have fluff in our mechanics.
Skills
Lets leave the skill mechanic off for a bit. I actually have an interesting idea for a Apprentice/Journeyman/Master system that would give +3/+5/+7 to a skill when you roll it, to represent different levels of advancement, and which would be more interesting than the flat +5 (everyone who is good with Arcana is equally good with Arcana...) without introducing 3E levels of 'goddamn mishmash.'
But I will note +3 as the total you can ever get is totally inapporpriate. With abilities scaling to +6 eventually, training in a skill will seem inconsequential next to having a core stat. This kills the ability for a fighter to be a great negotiator, or a Wizard to pick up skill with Thieving because of a lowly origin - you'll just never be "up to snuff" in any way with the people who have a core stat there - EVEN IF THEY DIDN'T TAKE THE SKILL
Techiques
Ohhhh god utility powers. Can we kill the system off and replace it with something better?
Too much cruft in descriptions too, but style issue.
Weakness/Resistance
I dun like it. Half/double is HUGE. If we assume an average hit does 10-25, double damage is 10-25 more damage. If I wanted to make an item "Heart of the Fire Lord" that did cool things but gave you cold vulnerability, for flavor, it would result in you being STEAMROLLED against cold sources. Cold Vulnerability 5 would be perfect, on the other hand - you'd feel the pain, but it wouldn't be 'character death' levels of pain.
It's a good starting point. Now we need a gdoc or wiki...