KarinsDad said:
I think people are missing the point of this thread.
Maybe, maybe not. The point is, you think that there will be more rules and abilities to learn the conditions and rules of, since we're adding (maybe) talents to the fray.
I think that it's a wash. We're not adding talents, per se -- we're trading in class abilities for them. Sure, we get fifteen talents per class (to guesstimate based on Saga -- most talent trees are 3-5 per talent tree, and most classes have access to 4 talent trees. Then, some PrC's overlap, so you're averaging on the low side on a total talents per number of classes involved basis), but if you think about it, before we had 10 class abilities anyways... This isn't about knowing X talent on top of the conditions for a rogue's sneak attack, and uncanny dodge, and evasion... in fact, all of those got converted to talents in Saga, reducing the number of "new" things from 3.x in the first place!
No, the number of special abilities per character is probably going to go up (slightly -- non-feat abilities will probably see a 25-33% increase in count, and I don't expect there to be a lot more feats than were core in 3.x, only that characters will have more from the list at once.. that's not increasing the number of things you "know" how to adjucate as a DM, because you knew all the feats anyways in 3.x after you ran a few parties' characters) for non-magic using classes, but not even come close to approaching the level "abilities" to learn that current magic using classes can field via spells. We don't know enough about magic using classes in 4E to say definitively, but my vague impression is that their spell lists will be trimmed, if anything, and they'll pick up talents and feats in numbers that won't exceed the trimmed spells.
So, my guess is that all characters will be drifting closer to a middle ground between a class with few abilities (barbarian, for instance) and the awesome array that is a well-studied wizard's spellbook. And, as has been pointed out, if you start with a low-level party (which will feel like heroes out of the gate), there will be more than adequate time to grow into them and learn the abilities as you go with an acceptably low amount of book-referencing at the table.
Edit: Upon posting this reply I had set aside to finish earlier, I see that you're also concerned about complexity forced on players looking for simple at-table play.
I think your concern might be a bit overzealous here, as well, especially for players. Players are, in my experience, very quick to pick up on and familiarize themselves with intrinsic abilities (not spells -- spells remain "look it up to remember how it works" fodder much longer because they're not fixed abilities that you always have -- since you change them out, you're not as motivated to remember spell X, and there's a much larger selection to remember, too). Even a first-time rogue will no longer have to look up the conditions for or dice granted by sneak attack beyond third or fourth level; likewise, by such a level, a barbarian player's got his bonuses for raging down pat. That's not suddenly going to change when you even double the abilities.
I think Stalker0 has it right on time spent at-table, too. That's very much been my experience with Saga, at least. Instead of declaring a full attack and rolling a bajillion attacks and tallying them up, our players ponder ways they can take advantage of or bypass cover with movement, and then roll their one attack. It feels faster, even if it might be roughly the same time total, because you're playing through options rather than simply crunching calculations.