This is from one of my players, so these aren't my words.
"Just for fun, I started to read the combat section of this version. Holy $%^& did it get complicated. Was that the intention of this system? Examples after reading 2 or 3 pages - Different APs for different sized weapons, multiple extra rules and different AR values for called shots, using facings for determining flanking and having two different bonuses for flanking, and my favorite are the rules for firing into melee. Not only do you have to check if you hit the target, but also if you hit the opponent of the target and if you miss them, then you need to determine where it went and then determine if you hit anyone there. So 4 rolls for every missed ranged shot. Any combat with an archer involved will take days.
Of course I haven't tried any of these rules, so this is just my 2 cents after reading a few pages, but it looks cumbersome. Worse than 3.5 DnD maybe.
Brian"