Just beat the game now. Went with the disfavored route.
Overall, I agree with the consensus that the game has a lot of great ideas on paper, but in execution is incredibly hit-or-miss. A lot of the companions have the capacity to be interesting, but your ability to simply exhaust all of their dialogue options and max out their loyalty tree as soon as you meet them is a serious misstep that just leads to you seeing them as basically just objects to pump and dump for special abilities. Combat is way too simplified, and the magic system, though giving the veneer of adding a bit of complexity to the mix, ultimately just results in you adding different buffs to bog-standard DnD spells. The game also likes to pretend that the favor/wrath system lends itself to a lot of C&C, but beyond the choice of which faction to side with in the first act, you're pretty much railroaded in to doing what the game wants you to do. There're a couple of really poorly designed progression routes (i.e. even though Lethain's Crossing is open to you as early in as the beginning of Act II, you can't do anything in there beyond shop around and take the spire until much later in the story, despite there being no logical reason why you can't even just ask if you can help), the encounter design is real fucking weak, and the bestiary was ridiculously lackluster (lord knows I love killing dozens and dozens of identical colored wisps). On the positive side, the writing was very good at certain points, and the setting is still interesting enough that I would be interested in a sequel, provided they greatly improve upon the problems I just went through.
Also, is it just me, or does the game feel as though it was designed with the intention that the player character be a melee tank character? I mean, your two other melee-oriented characters who can tank can't even wear armor, so if you don't melee or decide to go out of your way to build one of the three casters up as tanks, all the heavy armor you come across is basically just vendor trash, and a majority of the combos seem to be designed with the intention that the player character is in melee distance.