I hear what you are all saying, and I thank you for the responses.
I still use the 3.5 to hit system, so AC = to hit roll. That alone is a massive improvement over the old 'to hit' tables from 1st. I read over the entire 1st combat system in the DMG, and then did the same with 3.5 out of the PH.
I simply cannot let go of there being no time in a 3.5 combat round
I also read over C&C at their official site and followed some threads about it on their forums - it looks intriguing, but I am not sure about it. Something about an old dog and new tricks
As for weapon speeds, look I acknowledge it can fit, but that is just too far
I did play 3.5 combat system for a bit - and I hated it

Maybe that was the group, I don't know. But when I bought the PH and the DMG and read through it, the mechanics are sound, sure - but what inevitably strikes me is the characters at first level are just so powerful!
I am happy that mid to high level characters can do multiple things in a combat round - everything is simply considered a full round action. Lamoni, you mentioned the tumbling rogue - at 8th level, when rogues gain 2 attacks/round, tumble and attack! Prior to that, either one or the other. You can still move your full movement distance in a combat round, no worries.
The monsters likewise still have all their feats and skills, and I simply look at the full attack stats. I base all monsters off the fighter level (in general) - hence a 6 HD monster CAN do 2 actions/round.
The feat quicken spell scales a segmented casting time downwards and can be taken MULTIPLE times. Each 'rank' in quicken takes off a segment - with 1 segment spells being reduced to a free action (they take no time), allowing you to cast 2 spells a combat round, exactly the same as 3.5.
Many of you state the strength of 3.5 is it's adaptability. I agree - it easily fits into 1st. Trust me. I resolve combats as fast as 3.5 - faster, imo, as I don't have a battle grid (ugh, I cringe every time

) to worry about.
The campaign world incorporates all these ideas, by starting characters off at 0 level. No feats, limited skills, no class. I then roleplay it from there. If characters wish to gain a feat or a skill, they need to actively seek a teacher/trainer, or keep the eyes and ears open, as I present options within the game.
Advancement is slower, somewhere between 1st and 3.5. Stat bonuses for levels are fine, just about everything else is in as well. I just control the characters' power more than let them acquire things with no rationale. Skills and feats then become something akin to magic items - they are rewards for success, not conditional to success. So, they don't simply 'get' feats for going up a level. Levels have to be trained for, so perhaps if their trainer likes them, and they have played well, a feat or 2 will be made available.
It is heavy on roleplay - a village or a small town becomes a base for many sessions, not simply background noise. That's what 3.5 excites in me - there are just SO MANY rewards and opportunities for characters to improve beyond treasure and xp.
So to finish

- I just knocked off much of the starting power of characters, but am happy with a 6th+ level character doing more than one thing a round, as in line with 3.5 standard.