First of all, I have to say this is a magnificent game, I have been playing Larian games since D2 DKS, and all have met my expectations so far.
I was really pleased by the beta as it offered new content (I played through the alpha builds nearly for every updates since i bought the game when it got released on steam), and was uncovering a part of the lore, which I believe is one of the strongpoints in Larian studios, as having played D2-DKS and DC to their fullest, and see the games related is soemthing that feels very rewarding for the players that are a bit of lore adepts.
-The combat system is really, really interesting, as it doesnt stop the time outside, and provides some "new possible" encounters within a fight, as well as the variety of strategies one can use to defeat his foes.
-The soundtrack is just as awesome as it usually is, I'll end up downloading it as soon as I can(though I loved finding the Brand X-Spawn soundtrack in the fight ost).
-The relations between the characters is really something I look up to, as it brings a new depth to the game and is something I have hardly ever seen before.
-The skills/stats/passives are simply amazing as they can change your gameplay completely (though I believe passives could benefit a bit more to melees and such, I liked the alpha passives and believe something in between the two could turn out to be pretty interesting). The bonuses you get from each stat are amazing though I feel perception isnt going a tad underlooked since it doesnt immediatly increase your possibilities.
-The amount of power you can reach once you unlock the higher tier skills and once you reach high stat values is just amazing(though the fights should be balanced in a way to put that power to a test)
-and a lot more of awesome stuff.
So as for my personnal feedback about what I think would need to be fixed, I will stat with everything that isnt bug related:
-too many traps, not always easily detecatble, a huge waste of time since you have to detonate the trap, clear every possible hazard related to it, then heal back... for every trap met, and this is very very very annoying in the first few levels.
-the fireballskulls trap, I never found out if they could be desactivated and remained a large source of annoyance to me.
-LAVA, "instant death", and if you use resurrect on the dead character, it dies before you can even tape a step out of the fire due to the long animation.
-taking damage/encountering hazards in the middle of the rush skill interrupts the character to its location, but when you end your turn, the character moves to the first appointed location.
-group chainstun in electric hazards usually ended up in me loading my last quicksave.
-the crafting could benefit of more info, as it is truly fun to explore and try out.
-the inventory, in my opinion, is a mess, even though it came a long way since the alpha. But it needs some kind of auto-ordering option because most of the time, when the player gets a new drop, he spends 30seconds looking for it in the mist of his inventory.
I also think that the inventory should be a bit easier to manage in between characters, for example, when I transferred all my crafting materials from one character to another, it took me almost 5 minutes to drop everything, and pick everything back up.
-the difficulty curve: the game is very hard before level 5 then gets really really easy past that level (I managed to One-Shot most of the large bosses in the game when combining the skills right), and I think bosses should be more of a real threat, set aside the Twings-joined-by-fire fight, nothing really threatened me.
-I got to play way less with hazards during fight in the beta version than I did in the alpha, and that ascpet of the game was something I found really interesting strategywise.
-No legendary goldish-greenish unique/set items so far

-Some things would have turned out to be impossible if I didnt have a piece of knowledge from the alpha, and thus I feel a bit sorry for the new playes that may spend an hour looking for a certain switch ^^'.
-Players might be able to abuse teleport as they did with Phoenix Dive before.
-Even though I believe this is related to the little content actually available, I have found myself investing every possible skill point in things such as "way of the warrior" or "witchcraft" because they are required to get the advanced skills, though, by getting the maximum level so early, I can only fear that either it will be too hard to reach the a possible enhanced cap, or the skills will end up being "too easy to acquire". Maybe it would work out if the amount of skill points is reduced per skill level, but reduce the skill points per level as well?(and add skill tomes as in Divinity 2?)
-the "Eastern" Portail of cyseal is actually up north >.>
-NPCs talk remaining the same after main events, for example, even after having dismissed bachus, the medic outside keeps going with the same talk as before the fight started. This is also true for other quests, such as jakes murder, if the player truly has the power of choice, can't he unlock the choice of telling people what happend instead of having to use the same lines over and over?
-Give the companions an AI that allows them not to walk on hazards/traps once they have been detected unless they dont have the choice.
-A bit more info on what you drop would be nice as well(a quick description if you shiftclick or something like that, which could be deepened if the character finds additional info further in the game)
(-i got sad seeing dead dragons and then freaked out stumbling on a huge spider xD )
-The CAMERA needs to be rotated any possible way, as it is sometimes impossible to spot things that are right behind some furniture for example.
As for the bugs I have encountered(I will update this as I continue playing the beta build):
-Items on the far left of the inventory become unclickable, requiring me to swap them with an item selected in another row to "unfreeze" them.
-Some elements can be passed through, for example the little dome at the end of the personnal quaters in the end of time.
-Some monsters staying iddle for a moment, then ending their turn without doing anything.
-Some textures, stretched on terrains, but that is an occurence that often happens in game.
-NPCs in evelynns house not resting on the beds (huge "OUT OF SPACE" writings above the beds).
-Cannot interract with anything after talking with the ghost all at the bottom of the black cove(though this is better than the CTD that was happening at some point, it still requires you to reload a save to fix this)
-Earth Demon not spawning up north of cyseal.
-Hazards streching through gaps between platforms if their radius is large enough...for example near the docks in black cove, the fire from a barel stretched from the bottom to an upper platform... despite nothing being in the middle.
-weapons floating on the back of characters, though this is an common problem in RPGs with multiple body maps(and i think men look a bit too large, they could kill anything with one hit of those huge hands, though this is the designers concept and I totally respect that).
-the monsters sometimes shoot their skills in a totally random direction(the orc boss on the beach suicided himself by firing his volley on his allies then on himself)
-Companions can take the passive "Pet Pal", but pets deny them!
-Square of light occulting the shadows in some places.
To end this, all I can say to Larian Studios is to keep going that way, I cant wait to play the game for real!