If you have seen my arguments in the past, you know I am HUGE on character development and so having as many options as possible and lots of flexibility is important to me. I mean, I think character development is pretty much the primary point of a cRPG so when I see them limit it as such, it annoys me.
This is a bit of a side point, but it's always struck me as really interesting how so many people can be drawn to RPGs because of things that other RPG fans couldn't care less about. Character creation means almost nothing to me, and I'm honestly kind of annoyed by wide open systems - feels like it cheapens the central narrative if everything in the story could have been done by just anyone. If you have to write a story that one of several dozen race/gender combinations could tackle then it seems to me like you've watered down the central narrative. The gold standard in my mind remains something like Betrayal at Krondor - an in-depth narrative written around the development of several thoroughly fleshed out characters. If Owyn in that game could have been some pink-haired half-Orc it would have shattered his backstory and compromised his overall arc, leading to a less structured and meaningful experience.
That's by no means a criticism, of course, just personal preference in terms of how I approach RPGs. The main point I'm making is that what makes RPGs so singular as a genre is that it can attract so many people who deeply love it and yet at the same time disagree so deeply on what they love above it. If there's another category of games (or anything, really) with that feature, with that sort of kaleidoscopic audience, I'm not aware of it, and it's a really fascinating, really peculiar quirk about role playing games.
This was all brought home to me by Dragon Age Inquisition - the first game I ever played where not only could I not have any fun with it, but I couldn't even imagine how a person possibly could. Turns out there's people who care way, way,
way more about certain aspects of RPGs that have never made the slightest difference to me. When I was doing my bewildered best to understand why this game wasn't going down in flames I came across plenty of posts stating a version of the above - that what really matters in an RPG is the story, with challenging combat more or less a bonus. This is a complete inversion of how I'd always thought about RPGs - a great story is a wonderful bonus (and Pillars of Eternity seems to be delivering in that regard), but the game lives or dies on its combat.
In order of importance - PoE is delivering a meaningful challenge, the upgrades are arriving quickly enough to keep me interested and keep the combat fresh, the exploration so far is rewarding and the story is intriguing. You guys can argue about torches and lighting effects all day long but to me those are just finicky details I just have to accept for some reason matter to some people. So far PoE is delivering on my core expectations so I consider myself pleasantly pleased.