Just to clarify a couple points:
Evade: Keep as is in 1.3, essentially equivalent to a parry.
Evade and Parry are not really equivalent. Evade can only be used on standard weapon blows, whereas Parry can also be used against blade skills like Eviscerate, Assassinate, Disarm, etc. Evade can evade Massive swings, though, and Parry can't.
Racials: Has anyone suggested simply replacing the racial dodge with a racial evade? Keep the same build cost.
I'm not sure anybody would pay 10 build for a Racial Evade, but it's a great idea otherwise.
Thanks for piping in! It often feels like most of the posters in the 2.0 forum have level 40+ characters and it's important to get feedback all across the board.
My personal thoughts on the newest packet (as someone with a fighter in the high 20s and a Cel templar right around level 20):
Removing the 9th level spell limitation on Cloaks and Banes while also removing any possibility of access to those abilities for melee classes seems absurd to me. I know there's an opportunity cost for taking those high magic abilities, but there's almost no way I'd take any less than 10 cloaks if I had 20+ formal.
I'm not 100% in the "fighters are obsolete" camp, but if the .10 rules went live right now, I'd definitely switch to either a Spellsword or a Scout. I've been contemplating Scout for a while, to be fair, but I really can't find a build I like as a fighter with this packet.
I love the concept of Mettle but I'm not sure about the 10 second timer. I'd really have to playtest it to be sure and my home chapter has not run a playtest so far. (I talked to the owner last year about running a playtest but we've had a change of ownership since then so I'm not sure if there's any plan to run one at this time.)
I love the change to Corrupt and Create Undead to make Life a fix for them.
Similarly, making First Aid work on Diseased targets is a great move.
I'm still not sure about PTD Disarm and Shatter in their proposed form. When every part of the rules update seemed to be built around the idea of standardizing/commonizing how things work, why did these two skills get singled out for a non standard delivery method?
Good riddance, complicated XP formula! Long live new XP!
Relics are meh. They seem like a fine step in the right direction, and some variation on the concept could be pretty cool, but I'm not sure how useful they'll really be in their current form. I know the owners don't want to give earth casters a real wand equivalent (and I personally think that a straight healing wand would be a bad move) but I feel like this could get a little more love. Admittedly, I don't have a great suggestion for how to improve it. Maybe if it required a minute to charge it, but then you could cast the spell freely instead of having to take a minute to focus it on the target? It would also be nice if you could use them at the same time as First Aid - this guy got berserked? Knock him down, relic awaken/first aid him, let him sleep it off for a minute.
I still hate the new Evocation and Cure incants. Putting the number in the middle of the incant means that the number is actually there as part of the IG incantation that the caster is actually saying IG instead of having it as an out of game part of the verbal. Just put the number at the end!
For that matter I dislike a lot of the new incants. "I evoke a [blah]" and "I call chaos" are probably my least favorites. I can't say "I protect you with a Dispel" is any worse or better than "I grant you the power to Dispel" but it's still not great.
Claws for all Wylderkin is great. Giving them an additional two racials is a bit much.
Sylvanborn! Neat. I'm not sure this would have been on my list of changes if I were in charge, but if it means I never hear "meewee" again I really can't complain.
I'm not sure how I feel about weapon coatings going away at the end of an event. It's nice being able to stock up on Vorpal arrows, and with stacked Critical Attacks being the new norm, I don't see why it's an issue for archers to bring their Vorpal arrows. Maybe if it were a little easier for alchemists to double-coat arrows (not requiring a workshop, or not requiring logistics somehow) this wouldn't bug me.
Magic Augment being open-ended is nice. Strangely enough, I didn't have any real opinions on that before I bought Formal Magic on my templar...
A ritual limit is way better than the other proposed restrictions on magic items. 60 feels high to me, but I don't know what a typical high level load-out looks like on the coasts. Both of my main characters definitely fall into the Haves category and I'm not sure I've ever hit 60 rits on either of them, though I come close on my templar if nobody else from my group shows up.
I get that Spell Parry should be limited somehow since it doesn't burn a Parry anymore but I don't know if Meditate is the best approach. I'd be less bothered by this if casters didn't have newly-granted access to a potentially huge number of stacked defenses.
All of these changes make me happy: Event duration instead of time duration on MIs, changed ritual target names, Wand component name change
I look forward to seeing the changes on Choose Flaw and True Empowerment. Even the folks who use Choose Flaw to its fullest (1/4 damage from all but Stone, 4x from Stone, must be worn to be used so you can just take it off if Stone comes around) around here think it's super cheesy.
I look forward to seeing Paragon Paths return someday when they're given enough time and attention to make them actually work.
Dryad armor clarification

<3 <3 <3 I'm definitely gonna rock some leather armor with a gambeson in 2.0
I feel like people are kinda sleeping on Raging Blow. The only defense a typical fighter will have against a Massive Slay will be Resolute. That's a little nuts.