You have some interesting takes on many of the core rules of the Slay Engine there. I actually would have to try these rules in a one-shot or two to figure out how I liked them, since they change the whole game quite a lot, I think.
Some of the ideas we discussed in the forum as well (just in German). Especially the removal of classes and that you would have to put ranks in different new talents to access certain kinds of magic or even armor and weapons. Regarding the healing issue there is already a solution, called "Zauberwerk" in German. I don't know if it's available in English. It basically introduces Mana into the game, defines the pool and its replenishment combined with corresponding talents. Additionally it removes having to change the active spell with a roll and cooldoowns. So you could spam fireballs, but would run out of mana fast, since replenishing is quite slow, even out of combat.
I quite like the idea of getting rid of the TP for a flat 6 PP. I only see an issue with it, when playing with culture talent sets from the official Caera-Box. If you are unaware: it basically introduces sets regarding the cultural background of the characters, which allows them to buy certain talents for 2 PP, if they are mainly battle related (like battle cry) or 1 PP, if they are certain fields of knowledge, like farming, or craftsmanship. For a lot of talents this might throw out the 3 PP cost of the talents and makes some of them way cheaper. Since most of the really cheap ones would be more fluff-related it wouldn't make a huge difference, but if you could take Endurance from a talent set, you would get 3 HP and additional resistance against poison or sickness for just 2 PP and all the ranks you coulld skill. Same goes for other talents. I don't know if I like that or not.