Nice one Chris, your questions were bang on the money.
Personally, it makes complete sense to me. Think about it, the players are smaller, pitch bigger, the game is slower, everything is moving towards a more true to life game style - so the response times have to be modified to fit into this new model. 15% slower seems quite excessive, but no-one has even mentioned it so far. Even if it was immediately noticeable, I see it as a good thing.
Everything Dave said in that video I found myself nodding to. It does raise the question of why were there a couple of "impossible" passes in the gameplay footage. The answer to that could be that the code is still being refined or perhaps it was just an aberration and not an indicator of something that happens on a regular basis.
A more moderately paced game with slower response times is absolutely great news in my view, we are moving even more into the realm of simulation which suits people who play the game in a realistic way.
You also have to understand what he means by animation cycles, simply put, if you press shoot whilst the ball is not in the correct position to shoot, or your player still has an "active" running or movement animation, the engine won't instantly terminate that animation and begin shooting/passing animation as we see in PES, but it will allow each animation to complete and blend seamlessly into the next. This will result in a fluid feel to the game and players that abide by the laws of physics, to the detriment of "response times" as we like to call it. So it really comes down to which you prefer, instant response in place of realism, or realism in place of a button mashing arcade game.
The other great bit of information there was about the momentum shift of goalkeepers, something that Trance was talking about just a few pages back I believe. This is absolutely key in terms of realism, in FIFA 09 the goalkeepers were ridiculous at times and hopefully the work they've done on the keeper physics will redress the balance somewhat.