Hmmm, a lot of that sounds really interesting. I'm loathe to try and learn pathfinder just to steal ideas though
It has it's flaws but I think it's definitely worth learning and playing a bit even if you don't end up using it as your main system. It has a lot of neat ideas, some of which aren't immediately evident on a read. Some things:
1) three action economy -- besides 3rd action to do something useful mentioned it also makes movement important. You can move away from a big monster and although the monster can often move to reach you next turn, they can't do their big three action attack anymore. Opportunity attacks exist but only a subset of monsters have them.
2) most of the class power is baked into the class itself and can't be traded away. Lots of customization but the swapable abilities and customization tend to add breadth vs. more power
3) There are different recharge mechanisms but seems less detrimental. Would have to think about why this is.
I think it would somewhat satisfy the "I want my Fighter to be a little better relatively" crowd. It doesn't really put them on par with spellcasters at higher level but there are a few ways to give them some added utility -- medicine revival, etc.
5e Spellcasters may or may not be happy, especially at lower levels as support is the most effective use of spells then.
It's a bit daunting to initially dig into but the system has a lot of key words, standardization, etc. so once you spend a little time it is easier to understand new things and pretty easy to play.