Yeah we already have hotkeys to speed the game up and down, I figure in the final version we'll have separate sliders for speeding up enemy and ally movement and animations, so if you want to watch your own turn unfold in normal time while speeding up the AI turn a bit, that should be possible.
The game is currently not easy. You can take my word for it or not, but the thing is that I have been playing it perfectly. I brought the maximum amount of units and an ideally balanced party into both fights, along with a good amount of barricades and traps. In the second fight, I'd levelled my guys up a little more than you'll probably be able to have them at that point, so I could show off their second-tier abilities. As it stands, if you play the game perfectly, you will win, and I played the game perfectly (for obvious reasons). Johannes pretty much sums up my feelings on the point: randomness is a great way to add unpredictability and keep you on your toes, but too much of it makes the game
less tactical and more arbitrary, and that can be great, but it's not what we're going for. I should say on my first attempt I chose another fight and actually made a critical mistake early on - I sent two of my soldiers forward too soon, and the AI completely creamed them. The entire rest of the fight was an uphill struggle towards my inevitable defeat. I would've posted it for the hilarity of watching a game designer get demolished by his own game, but unfortunately the voice-over didn't turn out very good in that recording.
Remember that you can't bring a character into a fight if that character isn't in good health, so it's quite likely especially later in the game that you won't be able to bring an ideally balanced group or even a full party of six into a battle, you'll just have to make do. Since losing our battles never means a game over (just the failure of a side mission or a branch in a major questline, along with a larger probability of injuries carrying over to the world map), we can make our battles very difficult indeed. All that said, of course the game balance is still up in the air. I like the way it is right now, most people find it pretty hard, but as we introduce more of our planned elements (two more character classes and a bunch more abilities and items) we'll undoubtedly disrupt the current balance and have to re-adjust it
Enemies can place traps - you won't see them until you walk into them. We're talking about giving our Scout class the ability to spot traps, we'll try it out and see how it works. Our goal is that anything the player can do, the enemy should be able to do as well, so the AI will be able to spot traps too, if we go with that.