One thing I DO want to keep from 3.5 is the old crits and such. I'm also thinking of maybe throwing in a "Fire Emblem" type weapons triangle (blades beat axes/hammers, axes/hammers beat polearms, polearms beat swords) but I'm not exactly sure how to represent that.
Bad idea, or at least a bad idea the way you're phrasing it here. Some weapon differences could certainly be good, such as bludgeoning working better against light armors (which wouldn't really protect against a mace), but saying "you are more vulnerable because you're holding a spear" feels rather silly. Especially if dropping my weapon suddenly increases my defenses.

Also, it's a good idea to keep ability score values a little more balanced. They say in 3.5 that a race with +2 Strength can be balanced by a -2 to two mental scores (Int, Wis, Cha). But those mental scores can also make your character an extremely strong spellcasting character at higher levels, so they should not be undervalued.

And there definitely SHOULD be stat penalties for every bonus (for Lvl Adjustment +0 creatures). The v4 "bonus only" system just makes everything unrealistically strong. The other racial abilities should probably be reworked and the entire base race list should be modified somewhat (adding things like centaurs [with less power] or kobolds [with more power] could be cool)
The main difference is the distance between someone "good" and someone "bad" at something. In 4e, being good just means +2 to a stat (+1 to most checks), and being bad was just average. In 3.5e, being good meant a 4-point difference over someone who is bad at it. Good luck playing a rogue with a Dex penality, or a Dwarven Sorcerer, for example.

-Tank
-Healer
-Party Leader
-Trapper/Sneaker
-Striker
-Mage
Are you still using these, or did you dump them? If so, I'd recommend strongly stating what each one does.


One last thing: your Fighter looks noticably worse than the 3.5e Fighter, because one of the few advantages for the 3.5e variant - versality - is gone from yours. I suppose that if this is the balance you'd like in your game, go for it. However, as the link that lesser_minion provided points out, restricting a class into a narrowly defined roll tends to make people simply dislike playing it.