Close, but not quite
I really like the fighter in general, but I do have a couple of gripes about the specifics.
1) The "power levels and dead levels" syndrome that I hated in third edition. Hitting 2nd level as a fighter is boring. Since this is your first "level up" since making your character, it is the worst place to have a boring level. I think they should make the combat superiority dice increase at even levels and new maneuvers get learned at odd levels, that way there is always something to look forward to at your next level up.
2) The slayer fighting style's glancing blow is dissapointing at first glance (pun intended). I loved the reaper ability of the slayer theme in the first playtest. If my character's thing is he hits stuff, then By George he hits stuff! It gave me the same feel as the rogue's skill mastery--"My character is so skilled that he can compensate for the bad luck and circumstances that lesser warriors/skillmasters fall prey to." This version only works if you roll a 10 or better and still miss. On the character likely to have the best attack bonus and thus LEAST likely to miss on a decent roll. A stated intent for this edition was to not make players keep track of little fiddly abilities with little payoff. That's why the dwarf got straight poison immunity instead of a small bonus to keep track of. This version is too fiddly. I have to keep in mind the little rule of whether I rolled a 10 or higher and still managed to miss. This benefits most against enemies with insane AC or fighters with poor combat stats, which are atypical situations for the straightforward, simple, I thwack stuff character. It also seems underwhelming compared to some of the other tactical options. Just let me deal my dice on a miss and be done with it. Simple, effective, and those who don't like it, don't use it.
I really like the fighter in general, but I do have a couple of gripes about the specifics.
1) The "power levels and dead levels" syndrome that I hated in third edition. Hitting 2nd level as a fighter is boring. Since this is your first "level up" since making your character, it is the worst place to have a boring level. I think they should make the combat superiority dice increase at even levels and new maneuvers get learned at odd levels, that way there is always something to look forward to at your next level up.
2) The slayer fighting style's glancing blow is dissapointing at first glance (pun intended). I loved the reaper ability of the slayer theme in the first playtest. If my character's thing is he hits stuff, then By George he hits stuff! It gave me the same feel as the rogue's skill mastery--"My character is so skilled that he can compensate for the bad luck and circumstances that lesser warriors/skillmasters fall prey to." This version only works if you roll a 10 or better and still miss. On the character likely to have the best attack bonus and thus LEAST likely to miss on a decent roll. A stated intent for this edition was to not make players keep track of little fiddly abilities with little payoff. That's why the dwarf got straight poison immunity instead of a small bonus to keep track of. This version is too fiddly. I have to keep in mind the little rule of whether I rolled a 10 or higher and still managed to miss. This benefits most against enemies with insane AC or fighters with poor combat stats, which are atypical situations for the straightforward, simple, I thwack stuff character. It also seems underwhelming compared to some of the other tactical options. Just let me deal my dice on a miss and be done with it. Simple, effective, and those who don't like it, don't use it.