I came across this game after a friend introduced me to it, and it looks really solid. As someone who tried making an RPG a while back that attempted to cover similar ground, you did a much better job handling these systems/ideas than I did. I particularly like the way that healing, endurance, rations, and travel all tie in together. I think that's a really elegant way of handling things. I also think your system for random stat generation is great, and strikes a good balance between providing random outcomes without being a slog.
I do have one point I'm not clear on though, and that's the game's general approach to combat. Trespasser seems to be taking the approach of a lot of OSR-influenced games where combat is something that should be actively avoided wherever possible, and that when a party has the choice between resolving something with or without combat they should always pick the latter (that's how I interpreted the first paragraph on pg 27, at least). It then goes on to provide a quite in-depth and tactical combat system, which I think is interesting, but it also seems at sort of at odds with that previous point. I'm not sure I understand the design intent here. Why would you spend time elaborating rules for something you want the players to not do?
My view has always been that the amount of space a game allocates to providing rules for something should correlate with how often it expects you to be doing that thing while playing. For example, consider a hypothetical game that spends 3/4 of its page count on combat and magic, and only two pages on crafting. I would interpret that to mean the game expects you to spend most of your time either in combat or working with magic, and that craft-ing is a niche activity that will come up only rarely if at all. It sounds like that may not be the model you're working under. I would be grateful for any clarifications you could provide.