Most of the changes I have been makings are in purple text for now so the play-testers can find them easier, but here's a summary of the bigger things:
Melee weapon damage now includes the full STR bonus and two handed weapons get a +1 to damage. I changed this from a practicality perspective because calculating half bonus is a pain in the ass and two-handed weapons were probably too powerful compared to one handed ones. The +1 is good enough I believe.
I put in some conditions for taking various amounts of Stat damage, the system allows you to not use HP and instead take STR damage, and I like that idea since it allows for some decision making trade offs when a character wants to push themselves. However now that Stat damage heals faster, a lot of players were using their STR as a HP heat sink in fights and then expecting to just heal up in downtime between sessions. I didn't like this since it makes a HUGE difference for low level characters to soak up damage. So to balance things again I put in some conditions when you take various amounts of STR damage.
Characters who have taken 2 or more STR damage cannot DASH and can only move once per round or half speed overland. A character taking 4 or more points of STR damage in one round are in Shock until they have had a Rest or proper attention. Characters in Shock are at disadvantage on all rolls. A character having 6 or more points of STR damage are in considerable and debilitating pain. They cannot take any actions unless they make a DC 12 Physical save to overcome the pain.
I have been toying with the idea of making these limits slightly different, perhaps use character level so that the available buffer grows along with HP, but I like this as a test and its a good way to include conditions which is something I wanted to do anyway.
I also formalized the time a little bit and fixed the definitions for turns vs rounds etc. Some of this is to pave the way for fixing the spell descriptions and to add in a few exploration/resource rules. Also I added in some rules for the weapon durability and adjusted the critical tables for that. I like it and its pretty simple to track I believe, we'll see what the players think.