It is so hard for me to decide, because individual rules don't exist in a vacuum.
The fighter skill shatter / disarm rule is pretty awkward, but it is the only suggestion I have ever heard that makes either of those skills worth the XP cost. And without that rule, the new change in shield size is horrendously bad (I already think it is a terrible idea, even with that).
Then I look at fighter damage changes (and rogue changes), and to be perfectly honest, I like the changes in concept. The difference between 2 normal and 10 normal is pretty darn big. The difference between 2 normal and 20 normal is night and day. And that latter is the reason for body bloat on monsters. It isn't because of magic items or vorpal arrows. It is because there is an entire generation of front-line fighter / skirmishing rogues that can unleash triple digits of damage in less than 10 seconds without spending any resources. And the effect of that is both the need for body bloat and making new players feel completely meaningless. For those reasons, I like that the system is trying to scale that repetitive damage back, even if the current proposal feels very problematic. If forced to choose between the current rules that trivialize new players (and, IMO, are one of the biggest roadblocks to player retention) and the proposed rules stifle high level characters, I would take the new rules, even while kinda holding my nose while doing so.
I could easily name the proposed rules that I like, but the problem is that simply taking the ones I like just doesn't really work, because many of them are only balanced in conjunction with other proposed rules (ones that rub me the wrong way).
All I know for sure is that magic item bloat needs to be kicked hard in the teeth and I think at least one of the various playtest proposals did that (though I am VERY unfond of the artificial 60 ritual limit in this one).
-MS