Read it, and liked it.
But it does raise some questions. A lot of these are things needed to be answered by those coding.
But first, just a few comments.
Magic explained able as a scientific fact. I like this. Its different. Usually magic is just "there" as an abnormal part of the world.
Wounds based system. Its different, and I like that. I also agree that we should use (even abuse) the power the computer gives us. But we also have to make sure that it isn't to complex for the players to understand how something works. We want to make sure that the players understand WHY stuff works.
Skill based system: Best. But I'd we'll still want a way of saying "ranks". Refer to my email in the archives of the World mailing list about job and title system and see what you think.
Now for the big questions. What exactly are the goals of Arianne as of now? Is it still looking to make an easily editable engine? Or just a online game? If we are making an engine still, just how flexible are we going to allow it? I talked to some of the coders a while back in the IRC about fully editable rules (just as an idea, they never really said anything about the feasability of this). What we were talking about is forming an basic ruleset with everthing customizable, numbers for equations for experience gains and everything? Will the RP designers have to remember not to put anything "world specific" into the base rules?
Also, how are we going to have this playout? Will combat be dictated fully by chance like Everquest in you just have to click and be in range of the target? In that case the designers have to figure out to hit and everything. Or are is the design going towards one that focuses on skill in which you fire the weapons and must aim to hit and make it more like a planetside type experience? In that case we figure how damage is figured and we're done for combat.
There may be answers for these already and I might have just overlooked them. At anyrate, they need to be brought crystal clear to everyone's attention I think.