Okay, I've taken a quick scan through the PDF and I have to say, I like a lot of what I'm seeing. As much as I love MERP, RM, AtDM, I find the combat system just makes running the game too slow for my tastes. FE looks like it might be the ticket to give the vibe of those other games, while making things run more smoothly.
In no particular order, some initial thoughts and/or questions. Apologies if the answers are in the book, as I said, this is an initial scan through and fast thoughts.
1) I love, love, love the Vocation combo thing. That's so cool. I was curious if you could take the same vocation twice but I see in the example characters that that is the case.
2) I love the heroic path/milestone mechanic from AtDM and think it is great here.
3) I think initiative is far too complicated. The modifiers seem so high that they make dex not really important. Honestly, I think you could simplify it by giving a +/- 5 to a character if they have advantage/disadvantage and then have a small list of examples of things that cause it.
4) Ball and Cone spells...these require you to give up your action to make a Save, correct? What about when you turn spells that normally inflict effects (like Stun) into a Cone? Do they still need to give up their action to make a save?
5) Critical effects...I love this in theory. I wonder how complicated it will be in play though...especially with analysis paralysis on the part of players who are scanning the list everytime they get a crit. I will probably give players a cut down list of effects to pull from based on skill ranks/weapon and let them open it up over time.
My other concern is that not all of them seem particularly balanced. Like, for SL1 I can add my Str or 1/2 my skill levels to my damage. Or for 2 I can add a +2 to hit next round? That seems kinda weaksauce. I'm sure there will be lots of other examples but I haven't gone through it deeply yet.
6) Damage doubling. In the section on determining damage, you add +1 per point over 20, up to double the max of your weapon. I am unclear if this ONLY applies to this particular bonus, or if weapons are hard capped at twice their base damage (barring crits). For example, if I rolled well enough with a weapon who's base damage was 6 and rolled a 26 for 12 damage, could I also use a SL1 crit to add half my skill ranks (10, so +5) to do 17 damage? Or is 12 the absolute max?
7) Does armor limit casting? I didn't see anything about in the spell casting section. If it does, I hope it depends on 'school' of magic.
The Diagram shows 8 types of magic. But we only have 3. Will those appear later?
9) When will the rules on race creation come out? I want them now!!!!