Advocatus diaboli: Normalized damage over time (as opposed to randomized bursts of high/low damage interspersed with none at all) may de-emphasize luck and accentuate strategic planning. This is arguably preferable to the old-fashioned reliance on high or low die rolls.
This, to some extent.
So far, what Sawyer seems to be trying to do is make save-scumming and metagaming irrelevant/less important. Random events with huge consequences only really work where you can't keep reloading (roguelikes). Otherwise, we all know that the vast majority of players will just reload again and again. We've all done it. The idea that it makes for a good game is just the lazy conservatism of liking the devil you know. By reducing the difference between crit/hit/miss, you reduce the likelihood that a reload will alter the result by much. So if you do reload, you have to think of a whole different approach, or walk away from the encounter and come back. Strategy/tactics come to the fore.
If what Sawyer intends is indeed to make in-game tactics have more weight than savescuming/metagaming, I'm all for it. Which is also why I have no problem with the "all parties should be viable" thing either. Those who want the reverse are just butthurt because they'll no longer get to jump on fora and laugh at the newbs who somehow failed to know that you needed an 11th level mage by the third chapter if you wanted to progress. This kind of thing is what makes walkthroughs so game-breaking in so many of these games, and so required for a first-time through success. It's also why so many of us end up getting the reward then killing the reward-giver, because meta-knowledge tells us that we're better off that way. Something Sawyer's also on record as being against.
I mean, sure, we all have fond memories of the IE games, but they're no fallout1/2. They're easily broken with the right metagaming/character building, they have a boring morality system (other than torment), irritating (and shallow) companions (except torment again), and combat that... wasn't really that good (especially torment). You got people stuck against other people mid-battle while trying to negotiate hallways, people randomly perma-dying through a lack of a very specific spell being prepared before that encounter (reload, memorise spell, rest, try again), terrible path-finding even around other actors right next to them, and so forth.
If PE had actually just been a direct fanfic-style tribute to the IE games, we all would have been on here after release, complaining about the exact things in the game that were direct copies of BG etc. Nostalgia makes (some of) us forgive IE its sins, but repeated in a new game the faults would have been glaring. They had to be fixed.
Yay now I'm going to drown under a wave of raaaaagggeee