Responding to a few bits:
1. Rolling stats--I'm vehemently opposed to rolling stats being the standard option or the one listed first. It's had enough history that it should be in the game, but not the norm.
2. Clerics--healing/buffing historically has limited appeal. 4E, by making healing and buffing something you did in addition to your regular turn as opposed to instead of your regular turn broadened the appeal of playing this sort of character. There are some options to attack and heal/buff, but these are unappealing in comparison or in the case of Healing Word not worth it in comparison to CLW post combat.
3. Fight, Run, Improvise--3E had more than this, though it's been a while and I'm a bit fuzzy on the specifics. 4E had things like damage+, control, and setting thing up and these things were on a sliding scale with shades of grey. During the first playtest, most of the time things devolved into sacks of HP trading blows until somebody fell, with the occasional Wizard nuke. Looking at this playtest, things have changed only slightly.
Speeding up healing--this actually has a long tradition at my tables. During 2E, we handed out enough potions to heal back to full every fight, and got torn to shreds every fight. During 3E, we used Wands of CLW and used them hard, though HP we found somewhat irrelevant in the midst of 3E's rocket tag. In 4E, surges enabled starting at full every fight until the surges ran out. Its a cinematic style of play, where combat is super violent and high impact, but doesn't wear you down.