Been exploring the systems. Am developing Opinions. Stand clear.
I don't like the character system. It's outrageously minmaxy, and I don't see any rational reason to play anything other than a caster.
Let me elaborate.
Gear is level- and stat-locked. Stat points are relatively infrequent, and stat purchase cost is always 1:1. This means that whichever build you pick, you will be pumping exactly one stat + Speed. If you don't, you'll be left behind -- you'll no longer be able to use the best gear for your level, which means you'll be a lot weaker. This gimps hybrid characters who would need to pump two stats (in addition to speed), say Strength and Intelligence for a proper "battlemage". I.e. your build options are reduced to strength-based (melee, either two-hander or sword-and-board), dex-based (archer or dagger-wielding backstabber), or int-based (caster).
Skill points are handed out pretty liberally, however, but skill cost goes up with skill level. With the actual, uh, skills, there's a shitton of them, and there's a lot of benefit in putting a single point into something that's not really a core thing for you. One point in rogue will give you invisibility and speed, one point in ranger will give you doctor, first-aid, and treat poison, one point in man-at-arms will give you that thing that lets you cancel knocked down and perhaps something else. Pretty small investment, highly useful.
All this pales into insignificance next to magic.
One: there are TONS more spells than those other abilities, and they're way more powerful. Even at Novice level, you have massively powerful AoE disables in the form of combos -- rain or a puddle + shock or freeze. You've got reliable long-range disable+damage. You've got shit like Thunder Jump and Teleport, and a little later, Charm. And... from day 1, you have summons. Pick Earth and you have summons up the wazoo. Why would you bother having a melee combatant in the party when you can just summon a level-equivalent spider/undead warrior/wolf/elemental etc? Why would you bother having a rogue when your caster can disable the enemy target at range, or materialise a spider next to it, or teleport it into range for close-range spells, or any of a ton of other options when all the rogue can do is turn fast and invisible, run to the back, stab, and hope that she got it in one?
To make this worse, a lot of the enemy challenge is built around resistances. Casters can shoot out any elemenatal type of damage they want just by swapping weapons, as wands and staves come in all flavours. Rogues and archers only do piercing. Warriors do slashing or piercing (since two-handed crushing weapons just aren't there and can't even be crafted... why?). I.e. I'm constantly in fights where my caster, with a single probably unnecessary point in wands, does more ranged weapon damage than my archer, with a crafted weapon and a shitton of points in Crossbow. Because the enemy happens to have a high Piercing resistance (or outright immunity). Which means my archer can just stand their with his thumb up his ass, unless he wants to expend his consumables which is probably unnecessary as the casters will finish the fight PDQ.
(Okay, I may have been exaggerating a tiny bit. Grenades and static cloud arrows are nice. So one archer in the party would be somewhat useful just for that + support, since Pinpoint is a Dex-locked talent. But even with that, would it be more useful than a fourth caster + fourth summon? Don't really think so. Main reason for that party would be that you want to go with the story companions -- two casters as heroes + Jahan + Bairdotr.)
This game is wearing thin. Great encounter design, good combat mechanics, very well executed, but the character building is downright poor, and the worldbuilding and writing is shamefur dispray. (And yeah it gets linear AF once out of Cyseal, the RPG equivalent of a corridor shooter. Weren't these things supposed to have choice and consequence or something?)