OK, I hate to HAVE to be the voice of reason (well, one of them), but here goes:
1- Let's just make this as clear as possible - zero-sum means that one player wins and the other loses in every round, ie. what's trying to be done for CR2.0 is REMOVE zero-sum, not add it. I know, one person made a mistake and everyone went after his/her words, but let's stop. The idea is to remove zero-sum.
2- I was as disappointed as everyone by zero-sum still being shown, but it might not have been fully introduced yet, or might not be stable, or might've been deactivated for repairs in the build Walrus took the video from, or the rolls might've been unlucky that way. We don't know what's happening, so we'll just have to wait for their saying.. or the playtest server, whichever comes first.
3- Whoever (and I'm noticing many hands up on that one) thought they were completely revamping the animations and abilities, you're in for a sore disappointment. Worse yet, you have nobody to blame for yourself, as I personally figured there wouldn't be that much new stuff in that area in CR2.0 from the time they mentioned they were tweaking the animations in IL to fit the new design. Maybe they'll add some new stuff as well, just don't get your hopes up on there being lots of new stuff. (PS: I'm also not sure how non-zero-sum combat will work without new animations.. if it's something like how an NPC gives us damage when he simply blocks our opening attack, there's some criticism from my part coming when the playtest server opens).
4- I can't stress this one more (heck, I shouldn't have to even say it, it's been said enough already) - the development team is dividided in groups, each with their own separate responsibilities. When they come up with new designs, new UI, even Christmas stuff, it has NO interference on what the dev team is doing about the existing bugs, and that's because each of those goes to a different team! The analists go after the bugs, the programming team solves them, the creatives do the concepts and UI and the engineers come up with new designs (design in the system sense, not the visual one.. as in designing an aspect of the system). They're all different teams! (Oh, and I've been here since Oct'04, and everyone around here knows LOTS of stuff were fixed even before beta ending -including the clothing bug you mentioned-. So, either you're purposefully trying to be extremely dramatic - and succeeding at it-, or you just weren't there.)
5- I also don't like that much the space the combat tactics occupy. Worse, it doesn't make that much sense to have it there since, with the exception of changing the starting combat tactic you have active, those 5 slots are useless everytime you're not ILing. And even worse, with so many IL-less (as in those who can't or have no need to IL)disciplines in-game and the new-coming ability to melee off IL, the uselessness of those 5 slots only increases. (Oh, and seeing as pointing problems without offering possible solutions is, even if helpful -since you get to know we feel there's a problem-, mostly pointless, I suggest that you get something like a tactics UI, for instance, under our character's foto area. That UI would be hide-able and would automatically appear in IL if it was hiding at that moment).
6- Regarding the speed, I LOVE the way it's right now. Much more interesting, both in the visual field, since it's more acting and less posing, and in the gameplay field, where you need to make quick decisions. It starts to better resemble the environment the Matrix movies presented us with. And while Super-Burly-Brawl-like fighting would be wonderful to see, it'd require MUCH more time to be done effectively, if at all possible. Besides, let's all remember that we're FAR below the abilities Neo and Smith possessed at that time, so reflexes that quick would actually be Matrix-unrealistic.
Greetings,
- WarIock
PS: Happy Holidays everyone

PS2: AFAI am concerned, great job so far to the MxO devs. And grats to SOE for surprising me on the positive side so far. Keep up the good work.