Reminder that an Avatar of Kaine in the Tabletop Rogue Trader has 145 wounds. Here a Greater Demon has 7000. And nonetheless it melts in a single turn of concentrated fire. I repeat, I'd pay money to speak with the guy who "designed" this.
I think this is a general issue that is present in most if not all cRPGs these days. Progression of the story and a rising challenge rating of enemies is not enough to make the video-gaming crowd feel more powerful and make them happy as the game progresses. Instead they need to have noticeable and visible progression in their stats as well. It's why just upgrading to a +1 or +2 weapon felt meaningful back in the day, because players weren't expecting double the damage from a powerful weapon.
But with all the dogshit non-RPGs in the past that introduced systems like equipment and gear and took liberties in adding basic RPG system to their game, gamers are now conditioned to bigger upgrades in their gear and character progression. As a result, you need to bloat most enemies with their stats and/or damage. Combine it with the inability of developers to create a new storyline that doesn't start with you immediately fighting enemies that should kill you in a single hit, and gamers' low attention span that requires an instant feeling of "OMG THIS IS SO EPIC", and what you're left with is games where you end up fighting githyanki or space marines 5 hours into the game -- even though these enemies should mop the floor with you in a single round of combat.
More on topic: Finished the game, restarted from scratch at the start of Chapter 4 after noticing that I bricked my game on multiple ends (no Foulstone locks you out of multiple capstone buildings on other planets, for example). Got about 140hours out of it, so not too shabby. Bugs are annoying and noticeable, but I didn't run into anything game breaking. Left Ulfar and Marazhai in Commoragh, killed Idira the first chance I got, and bee-lining for Yrliet made me miss out on Jae as well on my second run. No big loss on any of them since I saw almost all of their side content in my first run of the game already. Ending slides were majorly bugged though, which is a bummer.
I still quite liked the game, and breaking the combat is part of the fun for me in Owlcat games. Watching my Psyker clean up entire battlefields in a single turn felt silly but also kind of appropriate. The pacing of the game is quite off, sadly, and many of the planets and zones that are accessible in Chapter 2 could've been moved into Chapter 4 in order to make the chapters somewhat similar in length. Necron appearance was nice, but sadly also underwhelming. Could've needed at least one sentient Necron character.
One of my biggest gripes isn't with the bugs, but with how the story is being told in the last ~10 hours of the game. Vast amounts of exposition are thrown at you via characters on their deathbeds, which spend 10 real-time minutes explaining intricate plot details to you. Whereas you previously pieced them together bit by bit, you suddenly had a few NPCs you never heard of or interacted with before, tell you a bunch of information you had no way of knowing (and theres no way you're finding it out by yourself if they took this information with them to the grave). This is just... shoddy writing, really, and they can do better.
Still enjoyed the game more than BG3. Toybox makes up for some of the balancing or resource scarcity issues, which is fine by me. It's like slightly adjusting a campaign as a DM to remove some player frustration.
Good game, and in ~6months time it'll be one of the most fun experiences you can have playing cRPGs, imo. Hope we get to see more 40k RPGs as well, Dark Heresy or Deathwatch would've been a better pick though I think.