So, to expand on the impressions, some highlights (I'm not really good with 4E, so mostly from the 3E/3.5E/Pathfinder perspective):
BAB is gone, and difference in to hit with a proficient weapon between a level 1 char and a level 20 char is much lower - your attack is D20+Stat Bonus+Proficient Bonus. Stats are capped at 20 (at least without items or anything special, and nothing like that in PHB, possibly in unreleased DMG) and you can start with 18 (or even 20 for some races); Proficient Bonus is +2 at level 1 and +6 at level 20 for all classes, so without items a level 20 char will only have 4 more to-hit than a level 1 char. It's an... interesting decision, because it almost removes power creep and makes your to-hit relevant even at high levels, but takes away from your overall power.
Feats are optional, and you can either take a feat or increase stats - either take +2 to a single stat or +1 to two different stats (max 20). Feats/stat increase is not uniform "every 3 levels", but depends on the class: a fighter gets it at levels 4,6,8,12,14,16,19 (7 total) and a wizard only gets it at levels 4,8,12,16,19 (5 total), as an example. No feat 'trees', they all are standalone, though some obviously have requirements (like medium armor prof for heavy armor feat). Some feats also grant +1 to a single stat, probably as compensation for being weaker.
There are no skill ranks anymore. You are either proficient with a skill (i.e. you can apply your +2 to +6 proficient bonus to skill checks) or not. There are only ~20 of skills, many old ones consolidated (like Stealth for both Hide and MS) and different Knowledges separate skills now (Arcana, History, Religion etc). Skills can have a passive score (i.e. you use 10 instead of D20 and add modifiers to get the skill, +-5 for advantage/disadvantage), such as spotting something or searching for traps (both Perception skill) continuously - useful for NPCs.
All classes got a lot of features akin to 3E monk that they receive every 1-2 levels. Some of the old feats are rolled into class features, like metamagics, and sometimes limited. For instance, Sorcerers now get additional resource called "sorcery points", up to 20 per day, that they can use to apply metamagic effect to spells (i.e. cast a spell Heightened spending 2 sorc points). Wizards get specialty with additional features depending on school chosen, such as Necromancers get better undead and their HP total can't be reduced by Necromancy, and Evokers can cast Maximized spells several times a day (1st time for free, 2nd and others for damage dealt to themselves).
Fighters are the only ones who get more than 2 atk/action, and only at higher levels, up to 4 atk/action; other melees get 2atk/action, pure caster only base 1. As far as I can see, rogues are better at both attack rolls and extra damage than pure fighters, but fighters attack more. Bards get level 7,8,9 spells, though their choice pool is smaller than Sorc/Wiz; they are also much less about songs and much more about abilities and magic. Rangers got more unique spells to help them as shooters and trackers - like Conjure Barrage, which converts a bow attack into a cone AoE. Warlock class is baseline and its casting is different (called Pact Casting), allowing for access to more spells, but severely limited in amount (4 spells per day total at level 20). No Artificers, psionic classes, Warlords in this PHB.
Some classes got secondary resource pools for stronger or enhanced abilities, like Monk Ki, Sorcerer "sorc points" and Fighter Maneuvers. While most of the resources and 1-per-day spells/abilities are refreshed after a long rest (8 hours, effectively what was previously called "a day"), there are some that refresh or partially restored after a short rest (1 hour non-straining activity).
Spellcasting is more flexible. You don't have to memorize several copies of the spell, it's more akin to DDO where you simply choose which spells you memorize for the day and can cast them as long as you have "spell slots". To cast a spell, you expend a spell slot of its level or higher, and the spell can get additional effect if the slot is higher - so you choose spell slots at the time of casting. On the flipside, spells don't get "per level" scaling without higher slot usage anymore, though some do get fixed "2 bolts at level 4, 3 bolts at level 9". For instance, a basic version of Magic Missile shoots 3x(1d4+1) bolts, but if used in 2+ spell slot, gets an extra missile per spell slot level above 1st - if you shoot MM spending 3rd level slot it becomes 5x(1d4+1). These scaling effects are individually set for each spell, and overall not a lot of spells have them.
Some spells changed. I haven't read them all, but Wish is somewhat nerfed - you can use Wish to emulate 1-8 level spell without problem, but using it to actually wish something unique drains your Strength to 3 for weeks and has 33% chance to NEVER use Wish spell again. There is a level 9 Power Word Heal spell now, which replenishes all HP, and removes all effects from a single target; a level 9 Mass Heal spell heals 700hp total divided as you choose and removes diseases and blindness/deafness only.
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