I've always found that D20's fiddly bits slowed down combat way too much, and also the glossing over of details bleached the colour out of the narrative.
In our group, a typical D20 combat round might go like this:
PL: "Ok, I rolled a 16. Is that a hit? Oh, wait, I forgot the bard was singing and I have a minus because I'm hung over..."
GM: "Yeah, it's a hit. What's your damage?
PL: "6 points"
GM: (makes a note, then rolls) "Ok, he hits you for 8. I think. What's your AC again?"
But in RQ the same might sound like:
PL: "A hit! Six points to the head, if it gets through!"
GM: "Good blow! We, since his shield strap broke in that fumble a couple of rounds ago, he'll try to block you with Steve's severed arm that he's still clutching in his hand. Woah - 26% - that does it, he manages to get the arm up and block part of the blow. You still manage to connect for 3 points, though. He's angry now, but the good news is that he won't be able to use what's left of Steve's arm for blocking blows any more.
STEVE: moans
I like that fact than in RQ you can react to someone attacking you. You can defend, and in many ways, whereas in D20 you just sit there and take it - your defense skills and armour are all rolled into one stat called AC that you can't even use - it just is.
You are right, they are hinting that size and speed and weapon still come into play. Anxious to see more of combat. Not sure why weapon speeds didn't feature on the table.
Cobra