If you're a brand new player and you're told that this book is the "on-ramp" to the game, why would you want to play the missing "core fighter" given that you would have no way of knowing it even exists until you later encountered another player with a PHB.
The book covers levels 1 through 30. There are no paragon and epic feats because feats no longer have tiers as prerequisites. One Epic Destiny is included in the book and presumably a second Epic Destiny will be in HFK.
My source for this information is this very thread which you do not seem to have read.
Polearm: Polearms are reach weapons mounted at the end of long hafts. All polearms have a second weapon group, such as axe or spear.
(No polearm expertise, guess you have to get it covered under the secondary weapon group)
That being said, the only polearm listed in this book is longspear.
MAYBE if you ask nicely to Wizards people they can make a D&D Primal edition
no really I think this is a good starting point for playing 4th edition, the class are different build than the ones in previous book so it's not a big deal, if you really want all of 4th edition you have just to buy everything (and I can testify you that you will need a lot of space on the bookshelves....) and print out the various update
but I would start with essentials, rituals is just a list of power how to read them is in Rules compendium so you could just take the famous 1 month subscription print all the rituals from the character builder in a nice format and there you are
Once again Primal I don't think you really understand what Essentials is in relation to the earlier material. I don't think the purpose of this thread is to explain to you what Essentials is and I suspect that people here would appreciate if you asked your questions in one of the many threads here explicitly created for that purpose.
Secondly, thanks once again Fiery Dragon, you're a superstar!
Hmmm... I *really* wonder how well 'Essentials' characters actually will interact "classic" characters; not just because the class design is radically different, but also because 'Essentials' characters have access to feats earlier than their core counterparts.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.