On one hand, just about every RPG in this century (and many RPGs before that) have suffered from this problem: that they are dialled down far too easy, so that all the complexity and interestingness their systems may have possessed become drained out by the back door. Consider how in Shadowrun, enemies on all difficulties attack only once per turn even when you know they have the actions remaining. Think about that. That is an incredible castration of difficulty with exponential repercussions. POE suffers from the same, such that a highest difficulty game, and/or ones with house rules, can be much more fun and tactically varied. On this point, I can't foresee much improvement; look at all the people who complain Easy is too hard! It would be suicidal to make the whole game harder. My solution would be super-customisable difficulty sliders, but I don't know if they'll do it.
On the other hand, 'other RPGs did it' is no excuse, and there are also ways for systems to become more relevant for the player without racking up the difficulty that POE should have explored, and that I hope POE2 does explore. This is something that I think Obsidian will improve, and if they don't, they have no fucking excuse for sucking. Why are status effect animations so ethereal that nobody even notices? Why are they simultaneoulsy made so easy to hit (thanks to graze system's bad synergy with status effects) and also not significant enough in some (but not all) cases? Why don't more monsters have special abilities such that they are defined by their status effects (like Shades and Crystal Spiders already are)? Why aren't there enough human parties or other set pieces where the creatures are set up with synergistic spells / effects / builds? Why aren't there any special situations like no-rest situations or anti-magic zones? In that aspect, I expect improvements with each expansion pack and sequel, just as IWD2 tried to introduce crazy set pieces that older IE games could only dream of.