Initially when I heard about the 4e release I was actually relieved. Yes, relieved. The things back in the beginning of 3e/3.5 that were just minor annoyances played on me over and over again like chinese water torture, until I got sick of it. AoOs, grappling, constant need to look up rules and spells, designing hgh level nps, combat length, the gypsy-pimp syndrome with magic items, the startlingly growing gulf between casters and noncasters as one went up in levels, "I win" spells, Feats that were designed to suck, Monster stat blocks that look like accounting sheets . . . . yeah, I had pretty much reached my breaking point anyway, so I was excited with the initial changes they have proposed, including streamlining combat and evening out the power levels between classes (I will be very impressed if they actually deliver on the promise of Fighters not sucking at higher levels). I don't mind monster stat blocks being different than PC races, cause frankly, I was never a big fan of the "I wanna play an Astral Stalker" line of thought. So I'm fine with "Monsters as Monsters". They can always come up with alternate stats later to make them PC friendly. At will and per encounter abilities are excellent ideas, IMHO, so I have no beef with that. Tiefling being core is a little odd, but I'll reserve judgement at this time. The faster advancement rate that was hinted to has me a bit worried, since I already think 3.5 advances too quickly, but I'm sure that's something I can easily resolve.
Overall, I'm very positive, with some minor reservations. Change is the way of things, and so far it seems to be going down a path that I do find appealing.