gurugeorge
Arcane
I don't see difficulty as such a big problem. This game has an extensive system to create your own difficulty. We will not get more sensible encounter design, but giving us better difficulty presets is a very simple move that goes a long way.
Also on Cataclysm the difficulty is not joke tier until you hit level 7 and gain Firewall and Conjure Minor Elementals (4 Wind Snakes). After that it falls behind Naheulbeuk and other competing tactical rpgs, but I'd say pre level 5 Cataclysm in Solasta is harder than Legendary Naheulbeuk.
The question is if even doing the absolute minimum for the hardcore players and crafting reasonable high difficulty presets which are not as grindy as Cataclysm makes sense for them now. This game has been a stellar success, somehow managing to capture a significant upwind from people too impatient to wait until BG3 is finished.
Sure would be nice to see, but this is no longer a niche product for hardcore enthusiasts. It may have started out as one, but it soared past that status in record speed.
You're not entirely wrong, but you get to level 5 by the end of the Dark Castle. That's not much content that's reasonably balanced. That's a handful of encounters. I don't think designing it for the difficulty of core 5E would make it exclusive to 'hardcore enthusiasts.' 5E's guidelines are explicitly geared towards pen and paper casuals. I get what you're saying that they probably will not redo the encounters. However, adapting D&D to CRPG format is like this pile of $100 bills blowing around on the sidewalk that a lot of developers have just ignored for a long time -- even a halfway well executed, halfway messed up effort like Solasta with no official license has done quite well.
IMO for any game like this you want to cater to hardcore players because word of mouth and organic reviews are the only thing that will generate sales. They aren't spending any money on advertising or PR, so word of mouth combined with organic search rank/automatic Steam recommendations are the only way that they can push more sales. Enthusiasm among core players drives sales to casuals unless you substitute marketing $$$. It's like this in literally every direct to consumer retail business and gaming is not special. Very happy core customers are salesmen who do it for free. If your core customers are not that happy they will not work for free for you and you will have to pay someone to hawk your product instead.
tl;dr version: just make TOEE with romances and booba and you will make a lot of money.
Is it too much to want it all - epic story, deep interesting characters, romances, booba, glorious graphics, art design like a Parkinson painting come to life, intricate C&C, detailed simulation and meticulous, hardcore gameplay?