Hi guys. Just a few answers but I'm wary about saying too much until I've seen the OGL.
Actions: Each character gets a number of actions and reactions based on DEX, as can be seen from the extacts I think. Characters cycle round actions based on rolled sequence for the combat (e.g. dice + SR), using up actions as they go and using up reactions in response to opponents' actions.
Riposte: included as reactions on some failed attacks. I reckon only very confident and hi-DEX characters will regularly advantage of this as I think reactions are going to be hoarded like gold dust.
Damage: The impact of damage is pretty much like previous RQ except that everything is skill-based: no CON rolls, just Resilience rolls to avoid death and unconsciousness, for example. >-ve HP in each location are as potentially catastrophic as RQ1-3 and 0 to -ve is also similar, but simplified. In short, it's the accumulation of damage in each location which brings you down and not an array of minor cuts. First Aid skills are still vital and as short term and long term care are now split skills, my own house mods are dropped...
Crits/Impales/fumbles are all simplified (no massive Fumble tables, which I'm relieved to see, but I know some people like them for fun factor if nothing else).
Hero points are gained for heroic actions - as in other games. they can be spent to change things slightly (as in Conan) but can be accumulated to buy Legendary Abilities, such as Rune Lord status.
The way Runes have to be 'integrated' to learn Rune Magic (the old Battle Magic) mean that GMs can tailor their availability to match their own high magic/low magic preferences. Integrating Runes give its own bonuses immediately, irrespective of spells.
In short, wherever there was a complex edge in the rules, it's been sanded down and simplified. As a result the system is smooth, easier to use but still gritty, with less awkward mods and ifs and buts to worry about. The more I read it and go through it, the more I like this version, certainly a gadzillion times more than RQ3... but then I prefer simpler systems with the complexity coming from the role-playing (despite being a d20 Herald-level GM!).