Finished the game as a lvl19 sword&board Officer, didn't hit level 20, because I skipped almost all random overworld encounters via skillchecks. Never felt underlevelled and that I needed to grind.
Best point of reference I have to describe this game is a less challenging Knights of the Chalice with somewhat less advanced combat system, except this game is drastically more story focused and features companions with unique personalities and proper characterization. While the combat in this game is quite enjoyable and offers plenty of tactical depth (adaptation of player tactics based on the situation at hand and the ability to create parties that focus on different tactics), I felt like the narrative, writing, characters, atmosphere and music were the real highlight. Multi-solution quests with alternative solutions being dependent on skills are present, offering meaningful consequences to your main character building choices: some skillchecks are so high (like the early 18 diplomacy check) that only a properly built and equipped main character can realistically pass them. In other words, the game is a complete roleplaying package and an amazing overall experience with the ending deserving special praise due to its impactfulness: you will either love or hate it, but you shan't remain unphased.
Felt like all weapon types were decently balanced. Swords allow you to inflict bleed which can deal serious damage/turn and are capable of AoE damaging attacks, clubs enable AoE stunning attacks that open enemies up for backstabs. Axes can be used to inflict injuries or deal more damage as well as passively debuff enemies with a fear effect on kill which makes enemies less likely to hit your tanks. Bows are extremely useful for hitting targets you cannot reach immediately with your melee characters.
There is a notion floating around that mages are weak and are not worth the party slot, but that's false. Both arcane and divine casters are amazing to have just for their buffs alone: spells like Diamond Form and Serpent's Grace make your tanks unkillable. In terms of offense, you get AoE stuns/poison while divine magic allows you to deal sublime damage which is incredibly useful in many specific encounters. Swarm of Gnats is another amazing offensive low cost spell that allows the arcane caster to support melee characters by both damaging and debuffing the melee capabilities of targets the melees are engaged with. While magic damage output does not seem impressive on paper comapred to martial damage output, it becomes extremely useful when fighting physical damage resistant and/or crit-immune enemies.
Class balance was well thought out: Armsmaster provides amazing straightforward value by being the best tank (free heal via Second Wind and Heavy Armor Mastery) and unconditional damage dealer while also having the tactical flexibility to effectively use both melee and ranged weapons. Officer can be just as good at tanking as the Armsmaster and provides additional party-wide buffs, but lacks two-handed weapon feats and since the ability cooldown is universal, Officer cannot self-heal and provide its active class-specific buffs at the same time. Rogue has the highest raw damage output potential against targets that can be backstabbed, but will suffer a catastrophic reduction in their damage output against backstab-immune enemies. Hybrid classes (Hospitaller, Champion) have very significant penalties to counterbalance their magic: partial proficiency in magic schools, lack of multi-attack for the Hospitaller, lack of resource-free self-heal (Second Wind), lack of Heavy Armor Mastery, weapon choices being limited to one type. Ranger is the exception to the hybrid class rule since he is undoubtedly the best ranged damage dealer, but ranged damage has its own tactical niche (hitting out of reach targets) while being unable to compete with melee in terms of raw damage output and utility (AoE stun). Full arcane and divine casters are amazing buffers and situationally amazing damage dealers. The only exception is the Battlemagos class which does feel rather weak: it does not get any spellcasting benefits relative to the Guild Magos, only defensive and martial ones and mages do not need any martial or survivability buffs due to abundance of consumables and being able to avoid getting attacked in virtually any and all encounters simply through proper positioning.
Food crafting system could've been fleshed out a bit more. You have this long list of craftable multi-component dishes, but the only difference they have is food value. Would've been nice to have some minor buffs for... flavor.
Itemization was rather unimaginative, but functional, offering the player gear that covers basic stat and skill buffs. The game has a unique item vendor that sells some artifacts with a unique combination of stats, a single magical quest dagger and a suit of armor, but beyond that I don't remember finding any unique gear.
Game showers you in consumables and crafting materials. As long as you have a character with high crafting skill, you can use consumables every fight without feeling like you're gimping yourself in the later game. In the endgame, I was storing over 200lb of cooked meals on my ship that could've been used for an incalculable number of rests and I had over 100 attunement tonics for my casters.