I do like most of the changes. And I can understand the reasoning for all of them.
No exp for killing things is going to be a big adjustment though. It's very different from the vast majority of RPGs out there (and the others that do it tend to allow purely stealth or diplomatic approaches to finish quests) which could be an issue for new customers. I worry a bit because some past Spiderweb games have sometimes spiked in difficulty if one chose poorly during character setup and sometimes killing things for exp was a way to compensate but that should hopefully not be a big deal if the words on balance are true.
Dungeons in one go I understand but I have some fond memories of taking newbie parties into the Slime Pit in Exile 3 and often needing multiple trips so I measured success by seeing if I could blow up one of the slime pools before needing to retreat. I also generally like the picture of a small group of adventures winning against a static defense by doing raids that hit critical targets even if they can't always plow through everything at once. But this goes back to the idea of having objectives be the focal point. Killing two wolves and retreating may not make a dent in a bandit fort but killing the animal tamer and their assistants and retreating could. And you get a little dopamine hit even if you can't manage the big one.
Not finding the best loot in dungeons will also be a change. I liked seeing the various bonuses items had and thinking about whether they were worth swapping out my existing bonuses. But on the other hand not feeling like actually buying things in stores is a trap is a huge thing (admittedly it was less of a trap in the games with random encounters that could drop money).
I love the other changes though. Easy respecs is a big thing for a lot of players who don't naturally figure out worthwhile builds despite years of gaming experience and for just generally being able to try a different approach when one hits a wall. Fewer but recharging consumables cuts down on the "But I might need it later!" mentality that turns so many RPG players into a future subject of reality shows about hoarders. No more junk items gets rid of the fiddly start of new games where I became an obsessive kleptomaniac to fund my adventures by stealing every bit of incense, paper, metal bars, etc from people I'm supposedly helping out. And I'm less likely to miss doing that now that I don't have to save up money to buy skill boosts from trainers so that I don't waste an opportunity to strengthen my characters by sinking points or coming across a book or whatever that boosts a skill in a dungeon before I bought training for two ranks in a skill first. That one's driven me nuts for a long time now.
I've played Spiderweb's games from back when Exile 1 was new but a lot of those fiddly things had become a turnoff for me over the years to the point where I often had to have caveats when I recommended games to others and there's a lot more competition amongst games at these price points now and in the indie RPG sphere. I look forward to seeing how some of these changes shake out.