Going back to my statement above - Everyone learns differently - I think what we are looking at is three ways for people to learn how to play t9a:
- The current rulebook. Targeted at returning players and the technical minded. This is the defacto rule set - All other versions of the rules refer here for the answer. This book is always right.
- The QS rules. Not the full game. Cut down to focus on getting new players into the hobby. Should be a relatively quick read, and can be read cover to cover. Additionally will take you through a game as you play. Possibly take you through multiple 'versions' of a game (i.e. 1 model a side, 5 models a side, 1000pts a side)
- Easy reading book. I think what this thread is getting at. Largely a copy of the main rules but structured so that the game can mostly be learnt in a single sitting without having to read a page out of order.
Eldan, DanT and Pellegrim are totally correct, the current document is not a rulebook, but instead a technical manual (this is a good thing). This is the hardest document to get right, once it is 'locked' then it will be comparatively easy to write a rulebook which removes all corner cases and is structured to be read from start to finish in order to teach a player how to play the game. This is completely different to the QS, which should be seen as a short tutorial to entice new players into the game.
As has been said before (in this thread and in many previous threads) this is exactly what MtG does. They have a rulebook for players and a comprehensive rulebook for judges.
As an aside (as others have said), fluff and artwork should be in the basic rulebook and not in the comprehensive rulebook. The comprehensive rulebook is a reference manual and should be treated as such.
Once the rules are locked and gold approved then I am, as a native English speaker, more than happy to write the basic rulebook (or assist others).