Stoner81,
Your preface states "the aim of this book is to remove inconsistencies and grey areas in the original rules..." so in the spirit of this can I recommend that you take a look at this thread
Polishing the Second Edition as that lists problems found in the original game, almost 40 so far and still growing, plus linked discussions and in many cases resolutions, which whilst you may not choose to implement the same fixes, might still give you pointers around inconsistencies and grey areas in the original rules that need addressing.
My initial review of your Amped Edition is below, lots of points, some of value some less so, but all are intended purely in the spirit of constructive criticism of a project that I admire!
Please note that at this stage I have only started to review the "Complete Rule Book" PDF and even then I have ignored everything that is in tables (which is most of it) but I can only cope with bite-sized chunks.
I’m also interested in your approach to making a “combined” ruleset, and why you chose this approach and how you found it, in the sense that I think there are 3 possible approaches.
A. Start with NA edition and where there are gaps, inconsistencies, issues, problems then look to EA editions for guidance.
B. Start with EA Second Edition and where there are gaps, inconsistencies, issues, problems then look to EA editions for guidance.
C. A true hybrid, combine both sets into a single document, then eradicate the duplication and compare the differences and choice the better option.
Personally when I started my first “published” integrated rules I went with option A, seduced by the big ticket items, multiple monster BP and Chaos spells, into assuming that the NA edition was an “upgrade” of the EA Second Edition, however I more recently reverted to option B (the one used for “Polishing the Second Edition”) as I found that many issues from SE either weren’t resolved by NA, or the resolution introduced more issues than it fixed, NA edition introduced new rules or rule changes and associated issues where the SE rules were already adequate (allowing searching of pits as a separate room, splitting out trap and secret doors searches, saving yourself from death through a healing spell) and some text changes that were not needed and decreased clarity so on balance of the two I found the SE to be a more robust starting point. Option C may be logically the best option but it is an enormous amount of painstaking work to compare and contrast the two to identify where two differently phrased rules are effectively and functionally the same (and one can be removed as a duplicate) and where two rules are similarly worded but are functionally different, before you even get onto deciding which is the better option. Also as neither the SE or NA editions are particularly well formed in terms of their own internal logic and idea of trying to fuse the two sounds like an accident waiting to happen!
Preface1. Whilst I don't oppose the use of the term "Dungeon Master" the original game already has the generic term "Evil Wizard Player" that represents that role which is distinct from any characters that player may play such as “Morcar” or “Zargon” (or indeed “Mentor”, or “The Witch Lord” and many others). This distinction is reasonably clear in the SE version (EWP is used 36 times and Morcar only 4 times, specifically referencing the character), but the NA edition blurred the lines here by using the specific character name "Zargon" instead of the "Evil Wizard Player" generic role label. Changing “Evil Wizard Player” to “Dungeon Master” won’t break anything (apart from possibly D&D IP

) but in my opinion doesn’t add anything either.
2. Referring to the Dungeon Master / Evil Wizard Player and other players as “they, them or theirs” would be equally consistent as referring to them as “he, him or his”
3. Just an observation that in the preface you mention expanding the character sheet use and moving away from cards to reduce clutter and create more space around the table (I have incidentally gone the other way and reduced the role of the character sheet to be almost entirely used solely between quests as a permanent record of your characters development, and in-game use of cards and tokens, but each has advantages and disadvantages) but in a later section you mention that the new character sheet is A4, so roughly four times the size of the original A6ish and recommend the use of a clipboard for each player to save space around the table.
Character Creation and Sheet4. You mention under Body points that being “reduced to 0 or lower Body Points could result in being killed” and refer the reader to the combat section but in that section it states “if a player character is reduced to 0 Body points or lower then he dies!” but also “Important Note – If a character has 1 Body Point left and takes multiple points of damage, they are only reduced to zero Body Points”. This last statement contradicts the two earlier statements around a Body point total being lower than zero.
5. In terms of general layout, having 19 pages – 1 “Schools of Magic” page and 18 pages of spell tables - to get through to arrive at the starting the game feels odd and I think would put off many new players having their first read through of the rules, perhaps all of that could be moved to later in the rulebook, possibly an appendix?
6. On a similar theme, perhaps for speed of getting players playing their first game you could introduce a new section, giving them the option to get started with a limited number of “pre-generated” characters, such as “Human Barbarian” and so on, and then moving the 2 full pages of Character classes tables to later in the document, to digest once they have played a few games (and died) and are familiar with the basic rules.
Schools Of Magic7. Last line reads that “adjacent” includes diagonal is that a specific exception to the general meaning of the term adjacent for the purposes of spells or does that mean that “adjacent” cover both orthogonally adjacent and diagonally adjacent squares in general?
Starting the Adventure: Order of Rules8. You state that rules need to be interpreted in the following order:
i. Quest Notes
ii. Monster or special monster rules
iii. Equipment and magic
iv. This rulebook
However this is a little confusing as both “monster or special monster rules” and “equipment and magic” appear in this rulebook so categories ii, iiii and iv are essentially in the same order, this may just be wording. This also doesn’t establish a precedent if one is needed between Equipment rules and Magic rules (which may be intentional)
Starting the Adventure: Order of Play“Play moves round until it comes back to the Dungeon Master who can then move any and all monsters on the game board that have been discovered by the players. Monsters who have not been found cannot be moved until they are discovered”
9. This piece of text is confusing to me, the use of the word “found” and “discovered” in the same sentence implies that the two terms are different but the difference is not explained. The DM is restricted to moving monsters on the game board, would any monsters that have not been “discovered” or “found” be on the gameboard? Also no restriction around whether the DM can move monster 1, move monster 2, take an action with monster 1 and so on.
10. List of what you can do on your turn includes movement, perform an action (actions are listed out separately), drink a potion, use a fate point. This implies that drinking a potion and using a fate point can be done on your turn but are not actions, but there are no restrictions mentioned around whether these non-actions can be done once or multiple times during your turn and no mention of other non-action like opening doors, opening chests, looking and so on
11. Your optional rule of unthreatened movement, I think is flawed. The general idea is fine and is common to many similar games, but HQ doesn’t have any way of discriminating between turns on which monsters are present and those where they are not, in fact monsters can appear during a characters turn. The great thing about HQ rolling for movement is that it contains an in-built initiative function, you open a door revealing a monster 8 squares away, you roll your movement dice, a high roll indicates you have got the jump on the monster and can reach and attack first, a low roll indicates that you have failed to get the jump and your movement falls short and the monster takes the initiative and moves into attack first. This optional rule allows a player to exploit this by ‘taking the option of a fixed 8 square movement’ (as there are no monsters on the board) then opening the door and revealing the inevitable monster, and ensuring that he gets first strike, which defeats the richness of the HQ movement roll mechanism.
Enough for now my fingers are getting tired…