And we loved it.
Seriously, you have a great system here and I really enjoy it. The talent trees really work for the reason I assume they were intended for- to allow a linear progression down a variety of paths. Your combat system is crunchy and plays into your strengths (wound effect charts) to create a rich game where wounds are much more than a simple linear mechanic. At first I was upset by the lack of skills, but after I saw the Specialist talent, I understand and approve wholeheartedly, although the talent could be cheaper.
Psychic powers are great as well. Everything about them, from what I can tell, is solid.
-I personally think chainswords need a +1 to damage, but that's trivial.
also, what happened to range modifiers? I understand the simplification, but a +1;0 for Point Blank wouldn't hurt and emphasize the brutality of the range.
All I ask for are guidelines for creating new Home Worlds, Backgrounds, and Roles. Also, I like how roles are done- unrelated to their backgrounds, yet they truly define how that character approaches life. Please, more backgrounds. Also, I think Roles should give you a starting skill associated with that Role. I might end up house ruling that, anyways.
Don't listen to the popular monologue, FFG, this is a very good game. Dark Heresy needed a new edition, not an update. I really can't wait to see this new Dark Heresy's life.
For everybody else, give the system a serious chance, and don't walk in comparing it to Dark Heresy1e, because it isn't 1e. It has other serious strengths and other weakness. Appreciate it as it's own beast, but by no means is it poor game design.