The video's are great, thanks for getting those up.
Cards: Big thumbs up from me. After seeing the videos it obvious that the cards aren't boardgamish at all. They're fantastic reference sources so that all of the player information is right there in front of us. If the cards can get us through a session without book referencing then I say they're brilliant. Love the way information is streamlined in front versus back format.
Dice: RPGs have a ton of room for innovation in their resolution medium. There's lots of ways to get more information out of each resolution instance in a game and that's why you see a lot of indie games using playing cards for resolution. Each card can provide more than just a number. So I like what FFG is attempting to do here with dice. Gamers like dice and we want to see them in our RPGs I think. I'm extremely interested in seeing what all can be derived from each dice throw with their design. Possibly very good stuff here, assuming that they're relatively quick to read. If it turns out that a lot of time gets spent on pushing dice results around, it could be a drag.
Party Sheet: Definitely looking forward to learning more about this as I think its a sweet mechanic. It appears that FFG has made some design efforts around focusing the game at least partially on The Party. Having an actual mechanic tied to measuring a fluctuating cohesiveness sounds pretty neat to me. Any time you have intentionally focused design on specific mechanics it results in changes to the flavor of what the game would have been without them. So I'm looking forward to seeing how this mechanic translates into intraparty roleplaying. So far I'm liking it.
Stances: Again, another focused design element that will specifically drive decision making and roleplaying. At least it sounds like a pretty focused design element. If it turns out that its sort of glossed over then, meh, what a waste. But it looks like a lot of the player decision making when it comes to the action will be driven by this one mechanic, which sounds interesting to me.
Careers: Sort of disappointed in what appears to be a pretty heroic offering. Hopefully the options will be there for lower keyed campaigns. Jay's specific mentioning of the ratcatcher coming up later sounds promising though.
I've stayed out of most of the discussions about how boardgamish v3 may or may not be. After seeing these videos, I don't see a boardgame at all. I see a lot of potentially very handy reference materials, some very interesting design for specific mechanical influences on the game narrative, and what may be a very slick information delivery system in the dice design.