1. Can't give you a timeline right now, but I'm making my best to release this year.
2. I'm sorry I don't understand the question. You mean feedback from players? Me and my group have been playtesting the new version of the game and we're moving towards a system we're liking more and more.
3. Each Setting treats damage differently. For the "official" settings, we're trying different types of damage and wound cap. Right now, I'd suggest you to adapt it accordingly to your setting.
4/5. This is something being worked and reworked as we test new scenarios. Again, it really depends on the setting. Remember that the Tags must be specific, and when you roll you must choose one theme that is being rolled. So you cannot mix tags from multiple Themes in a single roll. You, as a GM, can also cap the maximum of tags per roll depending on the difficulty of the setting. I'd suggest to cap 4 tags as a maximum. Also, as a GM, make sure you're challenging your players with the costs of their actions. A result of 4 or 5 means something is achieved, but at a cost, so you can set the difficulty with this cost, bargaining with the player if they want to succeed at said cost.
Remember, Fractal is about modularity and setting the pace according to the players. They're the main characters, they're the ones telling their stories. So the game has a very narrativistic focus, it won't work its best if your players are thinking about 'combos' or how to maximize rolls. The idea here is that you can play any story, see incredible events unfold, and embrace failures and successes with all your heart.