1) Close Supporting Fire: Table says that you hit allies on 2-4, but description says 2-3. I tend to lean towards descriptions over tables, so I think 2-3 makes more sense.
2) Disengaging: I've come to peace with these rules, but I know my players are going to scratch their heads over it. Would trying to explain it in RP terms be best? As in, "no if you disengage, there are no rules that say the orcs can't follow...but they just dont," signifying that disengaging actually works. Mechanics-wise, this will give them fits. They've long lost sight of the possibility that if someone's trying to exit the field of battle, the other side lets them go sometimes.
3) Parry vs. Evade: Parry appears easily more powerful than Evade. With Parry, you don't need to roll initiative (so you get it at the start of the round), and you get a flat +4 AC for the round. With Evade, you do have to roll initiative (apparently) and you only get the +4 against one foe that you're facing. Neither allows additional actions - Evade doesn't say that outright, but does state that the Evading character is "using all one's energies to dodge and parry..." so I'm drawing that conclusion.
EDIT: the only possible benefit I could possibly see is that maybe, just maybe, Evade - like Dodge - can be declared anytime (though initially I wouldn't think so) while Parry must be announced at the beginning of the round(?). So if initiative rolls go badly, a PC can cut in with an Evade action? Just a thought...
I think those are the major questions I have at the time. Thanks in advance for any feedback!