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I have been pretty critical of this new system so far, but I think I know what they are trying to do.
Change the focus of the game from numerical bonuses stacked through a myriad of means as the general path to power to one where the numbers are relatively even, but the actions and abilities vary. The old system, with the umpteen bonuses stacking, is a bit impenetrable to new players, since it requires knowing about a bonus existing at all in order to take advantage. Playing at optimal (or even just non-sub-optimal) levels demands system mastery.
SO everyone can have the same "bonus" to pretty much everything, but different classes do different things with those bonuses by virtue of having different class feats.
And this would theoretically extend to skill proficiency levels as well.
In order to save martial characters from becoming entirely pointless (not that they were doing much after lvl 15 anyway) this also requires a severe reduction in the power of spells. In practice, spells will have no great advantage over physical actions, since they are just another option for how to use your pretty-much-generic base number set.
The goal, then, is to radically shift the focus from numerical advantage to an 'available actions' advantage. IE: my proficiency in skill X allows me to do a special thing that requires that proficiency etc. numbers be damned.
All of that said, I think that the current implementation leaves a huge amount to be desired. Everything is WAY too safe and WAY too tight IMO. If the focus of the game is now meant to be on class-based feats-as-actions, then the actions really do need to become more diverse and more powerful for their specific task. The difference between Master and Trained should be far more significant than it is now, not numerically, but in how it opens up new possibilities. Same with class feats and same with regular feats.
Two problems here though:
1. That is really hard to design.. it is way easier to just slap a +2 bonus on something and call it a day.
2. If it is done poorly then you end up with what we have now, which is an overly tight system with an insurmountable numerical treadmill and not a lot of mechanical identity past the first few levels. Which means it actually draws more attention to the numbers. This is, as many have said, very much like 4e, and this failure to really make the powers distinct and interesting was the big failure point of that game's launch.