I know it's bit long, sorry!
@DeathFromAbove
1. This isn't necessary a good point. That depends on how the system use this "critical". BTW locations are gone, it seems.
When you take a wound you get a random wound card, which has a critical on one side. I expect, when you take a critical wound instead of placing it wound side up you place it critical side up. Criticals apparently have different effects and different degrees. Sounds good to me.
2. This is, I hope, based on the type of action. Even in v1 or v2 a fail isn't tied to dare results
I'm not exactly sure what you are saying here, I'm sorry. I do believe the nature of the boons (primarly) is indeed dependant on the action, as the few action cards I've seen have notations for Boons and Banes.
4. And? Sure I must look at the dice longer, since I must decrypt verious symbols.
So you look at it slightly longer? It doesn't seem that complicated to me. Separate out the different symbols, remove canceling symbols, see what the final results are. My point is that rather than the GM saying "you've got a -20% to your roll" and the player looks at their 40% stat and just says they've got a final 20% chance ... now the player sees he's got 2 characteristic dice and 1 skill die against 3 challenge dice and 2 misfortune dice. He can easily see how challenging the task is separate from circumstance modifiers, as well as seeing how much skill/characteristic dice apply in his favor. It's more information that the player can use to adjust his stance dice or spend Fortune dice, etc, or decide the task is too difficult, and so on.
5. Not true. That depends how you "read" the d100 roll. A near miss, a near success, etc
Actually, I don't think there is a rule in v1 nor v2 for a near miss or near success. Personally, I don't think any of my groups ever had it. I'm sure people have house ruled it without too much problem, though, like degrees of success in DH. Still, see points 2, 3, and 4 for examples on all the different things a v3 roll can provide compared to a straight d100.
6. Yes. In fact you have fewer races, fewer careers fewer stats. Also, if I wanted a point-buy system Hero System is much better.
Actually, it's the same number of races to start (4), with an additional one coming soon. So, you'll actually have more choices for race in v3. As for fewer careers ... perhaps there are less from core-book to core set. It's hard to know for certain at this point. Admit, though, that a fair number of the v2 careers were pretty humdrum and could easily have been left out without anyone noticing. There were a lot of careers that I never saw people play (for whatever reason).
7 & 8. This isn't necessarly a good thing. Perhaps this approach slow down game or is an unwanted/unused addition. Good old roleplay is there. No party ... sheet is needed.
Well, this is more a MMORPG/Board game mechanics. Why it's a good thing for an RPG? At will, At encounter, At Day... many of us strive to re-create a Warhammer reality. Suspension of disbilief with this types of mechanics is thrown out of the window. Not a good thing.
Well, I just expressed my opinion. Too often I have seen a group come together to start a campaign (or even just a session), but they have no focus or goal. Why are these people working together? The party sheet, decided on by all the players, gives them a focus/guide for how their characters interact. In addition, it allows PCs to help each other by playing actions on the party sheet instead of their individual sheet. You might not think it's that big a deal, but I find both those points very useful both as a player and a GM.
9. Even here. With/without miniatures isn't a issue for me. What I can't perceive as a good thing is battling tens of monsters that act (and feel) like one.
I can certainly see your point. It is up to the GM to decide when and if to use the henchmen rules, though. I like the fact that the rules are there, so as a GM I can use them if I want to send a swarm of rats/snotlings/etc at my players without needing to roll for each and every one of the 50+ of them, for example. Especially combined with the rules given for not using miniatures, the GM *can* still make the horde feel like separate individuals attacking and working together, rather than as a single entity.
10. As point above. In addition, If I wanted to portray large scale battles I can use other system.
The worst thing is that wading thorugh hordes of mutants, demons and the like isn't very Warhammer. Don't you think?
Not necesarily. The Warhammer Fantasy world is filled with large-scale battles. It's not inconceivable that the PCs could get involved in some, for whatever reasons. I recall from a published adventure one of my GMs ran where the city was beseiged by Skaven. We had quite a few rather pitched battles. The GM can also use henchmen representing both sides of a battle, for story purposes, to simulate the fate of the battle, while the PCs scuttle around trying to avoid it. Perhaps they need to do something before the battle ends, and rolling the sides as henchmen (or a couple groups) against each other could provide for a nice dynamic and random battle. Because these rules exist and can be used (whether or not they are), they provide good flexibility to the GM, and that is why I said I believe are an improvement over previous editions that didn't provide a GM with any way to deal with larger numbers.