1. Critical hits. Oh, wow. Isn't there supposed to be a thrill when I roll a natural 20? Normal roll is 2d6+2 (2-14; avg 9), crit is 3d6+2 (3-18; avg 13). You can easily roll under your normal damage with a critical hit.
2. Hinder. There are literally no real rules on this. I hope this is a placeholder, because currently I have no idea what sort of action this should take (can I do this as a free action?). While I'm sure a DM could adjudicate it in a somewhat worthwhile manner, this really doesn't help anybody by being spectacularly uninformative about the rules.
3. Healer's Kit. Interesting that it in no way helps short or long rests.
4. Speaking of Short Rests: An hour for a short rest? hey, that's not gonna slow gameplay at all. It's like a diet version of 5mwd. And what can you do? Oh, heal a dabble of hit points by resting up (just like with healing surges, only much more limited, and it takes an hour to do). This looks like a terrible comprimise in which everybody loses.
5. Dying. Hands down, 3 kindergartners punching you for 1hp of damage is more deadly to an unconscious victim than a giant with a waraxe. This also looks like a terrible comprimise in which everybody loses.
I'll keep my criticisms of "this feature isn't in the playtest yet" (things like martial vs caster parity, peasants beating angels at charisma, hp bloat, empty levels, weapons and armor balance, etc) to other posts.
Supporting an edition you like does not make you an edition warrior. Demanding that everybody else support your edition makes you an edition warrior.
Why do I like 13th Age? Because I like D&D: http://magbonch.wordpress.com/2013/10/16/first-impressions-13th-age/
AzoriusGuildmage- "I think that you simply spent so long playing it, especially in your formative years with the hobby, that you've long since rationalized or houseruled away its oddities, and set it in your mind as the standard for what is and isn't reasonable in an rpg."