As Crwth already mentioned, we haven't given 5E a proper shakedown, by any stretch, but our first session allowed us to kick a few tires and take it around the block.
Still, I'm liking what I've seen so far.
Character creation was smooth and intuitive. Although I like to think of myself as being a damn fine character maker (in terms of min/maxing and in giving them all varied stories and motivations for dungeon delving), but I still found the background steps to be a nice nudge. I struggled with a couple of things like my character's 'Bond', but the others sparked my imagination and along with high rolls on the height/weight chart, I now have a chubby and naive High Elf mage who is leaving the safe confines of the library for the first time in her hundred and twenty-three years.
Even the lack of Class choice didn't bother me, thanks to the promising concept of archetypes. I'm okay with playing a dozen fighters in a row if the archetypes are varied enough.
Oddly enough, when I read the bits about the equipment packages you could take, I thought they looked good. I definitely liked the various Equipment Packs (Burglar's, Dungeoneer's, Explorer's etc...), but when it came time to pick that or the cash, I went with the random gold for my class instead.
Maybe if the Equipment Packages had also mentioned the weight. I guess that since I was going to have to comb the equipment lists to figure out my character's encumberance, I might as well just buy her gear at the same time. Here's hoping that WoTC includes the weight for each package, or I'll have to scribble it in the margin of my Player's Handbook.
Combat was smooth and nowhere near as complicated as 3.5E, yet not as dumb-downed play-a-card as 4E. The math was straightforward, with the only question being whether you had the Proficiency bonus to add or not. Otherwise, it was simple enough that none of us bemoaned the lack of a grid and minis.
At the same time, there were still decisions to be made from round to round and planning that had to be done. Mostly that involved whether to drop whatever was in the left hand to do more damage with that Versatile weapon. (Brief aside, boo to dropping the Bastard Sword!)
So far, my only complaint is with the cantrips. This is an admittedly tentative gripe but they already strike me as being seriously overpowered.
Sure, there might be a saving throw involved but since the DC doesn't factor in the level of the spell (big boo to that!), the Cantrips I saw do a ridiculous amount of damage for a spell you can use every round.
I know, a big thing since 4E (and what sunk it for me) is the drive to give low level spellcasters something to use instead of having to rely on a crossbow or quarterstaff when their spells are all gone. I get that 1st and 2nd level mages and clerics want to cast spells. It's their thing, their raison d'etre. But these overpowered cantrips will make them into Fire Bolt machine-guns. Why even bother carrying a mundane weapon?
Fix that (and don't tell me it's too late) and 5E appears to be the edition to finally help me get over my unrequited love for 3.5.