First-save, tried geo/pyromancer lady. Magic (fire, at least) just seems overpowered. Cooldowns don't matter much when you can just run away while they tick down. Bursting all your damage followed by a period of downtime doesn't matter much when you can just stand around while they tick down, or even just run away while they do. She also had very good survivability with a duelist's buckler and a defensive main hand, giving her really high avoidance. So she can stand there and melee a couple of normal goons just fine in a pinch, though obviously you don't want to do that since you'll take a bunch of wounds. Eventually her hubris got her killed, when she tried to fight a bear during a rainstorm.
Maybe magic shouldn't tick down while you run or something. It's not that huge a problem right now since they eventually catch up to you (she was never gonna kill that bear in that rainstorm, it simply had too much health), but with more magic schools added in the future shit might get real out of control with the utility (assuming the other schools aren't just going to be colour-changed damage).
Second-save, tried the hunter-guy. Died to the first enemy I encountered, some soldier just sitting by the road. Shot him in the face like 5 times but then he reached melee and obliterated me. Archery seems kinda crappy, with its low damage and massive accuracy penalty (or wasting a turn taking aim). But hard to tell from literally just one fight.
Third-save, tried knight lady. She also died to the first enemies she encountered. Dude with mace just stunned her and his buddies bet her to death. Should probably try greatswords instead of sword-and-board with her so she doesn't have to stand there praying to RNGesus that the enemy doesn't random into some practically-instakill ability in the 10 turns it takes you to end him.
Fourth-save, tried berserker guy. He made it all the way to the 4th task before he perished. Unsurprisingly, maxing damage is better at keeping you alive than maxing defense. Dude was alright against one enemy at a time, but against multiples in a row he became a whirlwind of death that obliterated anything in 2 turns max. His trait doesn't show up as a buff, so it's kind of hard to keep track of, but it updates the stats so it's definitely active. Obviously weaker than magic since he still *did* take damage, where the wizard rarely if ever got scratched, but he killed everything so fast that the damage/wounds were mostly regenerated passively. Ultimately, he got too big for his breeches and decided on a detour into a point of interest, where he encountered some kind of rogue enemy at a bandit camp who teleported around like an anime villain and murdered him in like three turns.
I guess teleporting enemies might pose a problem for the infinitely-kiting magic-users as well. That would be pretty lame too, though. A rock-paper-scissors where you instantly die the second you encounter your counter isn't very exciting.
On a disappointing note, the tutorial/intro is much more exciting than the rest of the game. The save-point being right next to the battle instead of minutes away in town, the 10-15 times more EXP gain showering you with levels also makes it feel more satisfying, and finally, the bossfight is actually a bossfight, not just another generic NPC but this one has a name and very slightly bigger stats.
Game certainly has huge potential, but it seems years away from being as great a game the whole way through as it is now during the intro section. Still enjoying it for what it is right now though.