Sensuki
Arcane
Also, whats interesting about the comments is that they haven't actually addressed the inherent weakness of phase based on a combat grid, they simply offer workarounds.
That's an interesting statement, because this is inherently what Josh has done for a number of rules systems. When he often talks about house rules for P&P, changes to stuff in Fallout systems, IE systems or stuff for PE a lot of it is simply a "fix" or a "workaround" for a particular system.
When talking about PE system specifically, most of the systems are actually pretty similar to the IE games. The recent change to the action speed system makes Pillars of Eternity almost exactly the same as what the IE games did, which is good because combat should have an IE feel to it.
I'm not saying this is a good or bad thing. But I think it would be interesting to see what he did if given complete creative freedom.