There are markets within markets. We are making an RPG that has no claims to being "mainstream", but it's also not designed to be intentionally confusing or just plain obtuse. I know Gfted1 has concerns that he's going to get annoyed with the mechanics after a few hours and quit the game, but I'm confident that this will not be the case. We have taken (and continue to take) great pains to maintain a challenge for players without being oppressive or frustrating in the ways that the original IE games could often be. And of course, we are also providing a lot of options for people who want to adjust their level of challenge, as this is a very personal thing.
If something does turn out, in practice, to be thoroughly unenjoyable for players, we'll change it. But challenge isn't something you inch toward, IMO. It's something you put out for people to deal with and pull back from based on feedback. If you like the idea of exploration, a reactive story with cool characters, and party-based tactical combat, I want to find a way for you to enjoy this game, whatever your specific preferences (and personal time constraints) may be. We won't be able to accommodate everyone, but we should be able to accommodate a lot.