I feel bad nitpicking at what you consider the final version, but well, you asked so here are my first impressions. They’re full of personal bias, of course. I might write a hack of your game someday, picking and choosing …
You took the game into a more OSR-ish direction, and I’m more of a storygamery-handwavy GM, so this probably won’t be my favourite incarnation. Prime example: fixed damage values for foes and traps. If I decide those at the table, it will always feel arbitrary, despite the guidelines, especially if they kill/scar a character. I’d rather have a roll, so we can all blame it on the dice.
In the same vein, the retirement rules (a ranking depending on found gold, as per the OSR trope) are not for me. Not keen on attack tags, either. I prefer to do such things through narrative (handwavy … I warned you).
I like the character death/scar rule, except I would not have the whole table vote on the issue. Character death at my table is strictly up to the player of that character. (Edit for clarity: Rules telling the player to remove the character from the game are ok, the specifics, death or retirement, are up to the player.)
The new magic roll is great, definitely a huge improvement and makes mages much stronger with experience. I’m a little sad it does not use Milton dice, but can’t think of an easy alternative.
All that said, the final version is still full of the stuff I’ve always loved about Ruins & Rogues, the character generation tables, spells, Milton dice damage, Advancement. I’ll keep recommending your game, that’s for sure.