Yeah actually my life situation changed big time over the summer, and I've had time to work on it steadily. Playtest Version 2.0 will be a big overhaul of core systems. It will retain use of the d20, but attributes, skills, fatigue, effort and other derived stats are all being retooled. There are full procedural rules now for governing the four timeframes of play (combat, dungeon exploration, travel/camping, and stronghold turns). The combat system has been reworked in a number of important ways, too, with a three-action system to clarify and simplify turns, a new peril system to create escalating tension in combat, reworked conditions to speed the game up, and a lot more.
I'm most excited for the introduction of Sparks and Shadows, effects that illustrate check successes and failures to give players and the Judge more narrative control and variability than simple pass/fail or success/great success/crit success. It's a simple system, but elegant, and the people I've tried it with like it a lot.
In general, the game is moving away from "Old School/New School Smashed Together," and more toward a "Old School Playstyle/New School Mechanics" arrangement, dispensing with a lot of nostalgic but ultimately ineffective nods to the past (like score/modifier, for example).