Part 1: The idea is for every character to share equal "table time". You have player 1, a multi-class warlord/lancer with a mount and a right-hand man. Maybe he even uses two-weapon fighting. So he makes his first attack, hits, rolls damage, second attack with a maneuver, hits, rolls damage, opponent has to roll save, he then moves; his mount makes it's move and attacks, misses. His right hand man uses an attack with a trick, misses.
Then you have player 2, a priest. Who casts Cure Wounds III to save another player. Rolls good. His turn is done.
This part doesn't seem like a terribly difficult fix - have it so it uses an action to command an NPC; there will be some items that need to be altered, but it doesn't quite seem draconian.
Altering the action economy into the standard-move-minor would be as much a clarification as anything else; it also tends to help sort out what actions you can do in your head, again increasing the speed that you can move around the table. I've honestly thought about making it "half/half (or full) and then a single swift action; I'd simply have to pick out the items in the book I want a swift action to be. Generally speaking tho, there are simply things that I want a player to do that doesn't take a half his actions in a turn, but isn't a free action either; saying "you can only take that free action once" seems arbitrary and while I have no problem with GM rulings like that, I prefer for the player to be able to see that kind of thing when he makes that choice during character creation, not at the table after initiative has been rolled.
Part 2: Mostly this is a "place keeper" rule until Spellbound comes out (which I am certainly looking forward to!).
Part 3: I don't see how this could make a spell impossible to save against? Currently, you have an NPC cast "ouchpewpew" at a character; the DC against his saving throw is 15. The player makes a Saving throw, with their +6 reflex save. They must roll a d20 and get a 9 or higher. Altered, the NPC makes an attack at +6 (dc -9) against a reflex defense of 15 (9+save bonus); they must roll a 9 or higher to hit.
The hard part of this comes with items like "you are discombobulated, make a fort save every round to see if your head clears". I think I might have a way of handling that, but I'm working on it at the moment - it'll likely be just a "roll d20, higher than 10 means you cleared it off" with some ad hoc modifiers, but it might instead be an ability check with a low DC.
Part 4: This is the one I am most hung up on; I'm not sure if it works as written as intended, or if I am missing something, or what. It seems as a player levels up, their DR and Vitality increase significantly; while a goblin with a base XP of 55 keeps the same damage at level 13 as they did at level 3. Am I missing something? It seems like as a group levels up, you have to either use higher base xp NPCs to challenge them, or more NPCs - significantly more. A t-rex always does 2d12+5 lethal with a bite, no matter if that T-rex is threat level 2 or threat level 20.
Part 5: I'm likely going to make this an option; honestly, when I make a character I tend to max out 3/4 of the skills I want, then "dabble" the rest of my skill points around into "what if" skills. Perhaps that's just me, and I realize that focus skills base the number of focii upon skill ranks; I'm sketchy about this idea, but I wanted to see if it would work - some of my players aren't keen on micromanaging skill aptitude, and I can understand that.
Part 6: This should honestly link to another post; more or less, it turns a non-combat encounter into a sort of "mini-game" that can be customized to the situation. There are 3 major parts to it.
For one - you determine how many chits (tokens, we use poker chips) the player starts out the encounter with, as well as how many the GM starts with. Generally, this is set to "one for each player, one for the GM for each player" but can be altered based upon situation.
For two - you determine which skills can be used; you don't lock these in, if a player comes up with something clever, that's great. Some of these skills can be used to "bet" chits, usually with a limit of 3 chits. Some of these skills come with a chit cost in order to alter the "playing field", either opening up other skills to be used or giving a bonus to other skills or players permanently or temporarily. Some of these skills can be used to trade chits, with a limit of a player only getting 1 traded chit each round. Some of these skills are rolled by everybody on the GM's turn; a failure gives the GM a chit, a success may either cost the GM chits or simply get the player by that round.
For three - you determine the ending result; generally this means the players can "buy" their success in the encounter at any time with a certain number of chits; alternately, the GM can "buy" their failure with a certain number of chits as well. Other options include "you can end this at any time, and cash in your chits for a number of (insert things the player wants to get with this encounter here).
I'm sure that's all very confusing, and hard to figure out, so I'll give an example.
Situation: The players have just woken up on the beach of a strange island. They need to make a base camp, set up supplies, and make it so that they can survive before they start wandering into the jungle all crazy like with nothing but the clothes on their backs.
Set up: Each player receives 1 chit; the GM receives 1 chit per player in the group.
Skills: Survival is the primary "betting" skill; a player may bet up to 3 chits to gain 1 chit plus as many bonus ones as they bet on a success, with a failure, those betted chits are instead lost.
At a cost of 1 chit, any player may make a Search check to grant another player or themselves a +2 bonus to their next roll.
An Athletics check can be made without betting a chit to gain a chit.
A Medicine check can be made to grant another player a chit, with a limit of each player only gaining 1 chit a turn in this fashion.
On the GM's turn, each player must succeed either a survival or a resolve check or pay the GM a chit.
Any player may make a Crafting check and spend up to 5 chits; if they fail, these chits are lost but if they succeed, they count towards making an Island House which requires 10 chits; once completed, the Island House grants a +4 bonus to all remaining checks.
(The GM can spend 10 chits for a massive storm to happen, taking 3 chits away from each player and 3 chits away from the Island House).
Each Round represents one day on the island.
Success: The players must have 5 chits per player, upon success they have a constant source of food, shelter, and clean fresh water that they may use to resupply with.
This was a pretty simple one, to introduce the players to the system. There were no grave consequences, but if I wanted to be mean, I could easily have let the GM spend chits to make a player sick, cause critters to attack the camp, or have the GM buy the player's failure and be unable to have a base camp at that location, requiring some searching and exploring under harsh conditions to find another good location. Bear in mind I am not trying to make any skill rolls cut and dry; nor am I trying to prevent creative use of skills anymore than the combat rules keep a player from being creative in combat; I am simply trying to grant a framework or rules system for the players to understand the consequences, good and bad, of their actions as they progress through a non-combat encounter. It worked outstandingly! For once, I had a non-combat encounter that the players were talking through tactically, trying to work off of each other's strengths and weaknesses, and figuring out what to do, instead of "well I make a check. Do I make it or not?" - which is how this sort of thing went previously.