Not had a chance to read the pdf yet, but I've half-read two others, linked below.
Races and Classes - Now de-Holmsed
Worlds and Monsters - Also on my webspace now.
Neither are big on specific rules, or talk about them at all, but talk more of the themes of each topic, the titles being pretty self explanatory. A few things I picked up from them, and other places.
-Party composition doesn't matter anywhere near as much due to no one class having a monopoly on one thing. Trapfinding was one, and the changes to HP are another. That, and there seem to be 4 general "roles" established, which many classes can fill. Both rogues and warlocks are "strikers," for example.
-Every class can regain their own HP in the form of a "Second Wind" type ability. Fighters, apparently, get better and more use out of this than other classes. This leads me to think that HP represents superficial damage, where being dropped into the negatives represents The Big Hit.
-The new lore/fluff/background isn't
bad, but warping the existing D&D settings and cosmology to fit it is. The Blood War is also lame since, apparently, it doesn't affect the players at all. Demons are also now the Int 4 brand of Chaotic Evil. As a totally new setting the background stuff doesn't seem bad. Well, not all of it.
-And about alignments: they're mostly gone. Good and Evil exist as polar opposites, but mortal creatures and, at least initially, PCs lie between in the big realm of neutral. Other alignment mix ups include dragons not being Good or Evil depending on colour.
-The whole "points of light" philosophy is generally emphasised, PCs being heroes striking out into the vast, unknown places of the world. The exception to this is drow who, despite being the evil gits they've always been, are apparently going to be a standard(ish) player race, right along with all the "good" races. Woop.
-Race counts for something beyond 1st level. Apparently a 10th level dwarf fighter will be different from a 10th level elf fighter. What this means exactly I've yet to see.