I know it's probably a bit late to be voicing these concerns, but there were a few things that really annoyed me about the original that are still quite concerning, especially as I begin to view some demos.
1. Talents:
There are a number of talents in the game based off of different skill points, specifically the skill schools such as man at arms, or Pyromancy. While Man At Arms has at least 3 (I think 5) which are all very useful, Witch has 0, and the elemental schools had it even worse. They each had 1 skill which was a net negative. It would be sad to see that this hasn't been rectified.
2. Scoundrels:
Scoundrel Skills in Divinity were almost exclusively worse than their Ranger counterparts. The scoundrel charm was melee range, took 6 AP and had a 16 turn CD. Ranger had a ranged charm for 5 AP with a 6 turn CD.
The Ranger's Tactical retreat was a lower level skill, and cost less AP than cloak and dagger, which, according to the last demo I saw still costs 6 AP and is placing the smoke in the wrong location. Placing the smoke at the spot you leave almost inevitably places smoke between your ranged allies and everyone else. You're behind enemy lines, and the only people that can't target you are the people that need to heal/buff you, all your enemies can still see you.
Daggers Drawn vs. Barrage or Flurry comes up sad. Actually, daggers drawn vs. attacking 4 times in a row comes up a loser. Attacking 4 times for a total of 8 AP is great for a Warrior who uses 3-5 AP per attack, or even a Ranger. However, using 8 AP to attack 4 times when your normal attack costs 2 AP isn't great. In fact, it's not even a gain.
The scoundrel was sadly the worst attacking class for sneak. Sneak increase damage by 50% but took 1AP to sneak. This ends up with no net gain when using daggers. A small net gain with 1 handed and Bows (and almost guaranteed chance to sneak since you're ranged), and a decent to large net gain with crossbows and two handed weapons. Why is the scoundrel the worst class to be sneaky?
All weapon types seem to drop with similar frequency. At first this seems reasonable, until you realize that just about any warrior can use any 1 handed or 2 handed weapon. Axe, mace, sword, pike, not a significant difference. Scoundrels on the other hand can ONLY use daggers. When the warrior is getting 3-4 weapon drops to the scoundrels one, it's an issue.
Daggers are strictly worse than other weapons, unless you backstab. This makes sense, but it's silly that you HAVE to use a talent point for something that should be baked into daggers. It further makes life more difficult for Scoundrels because they HAVE to hit their enemies backs. Where a warrior can stand in any location with range to hit an opponent, a scoundrel has to stand DIRECTLY behind them. Unfortunately this becomes very difficult as soon as mages start covering the field in effects.
3. Zombie
This is getting very specific, I know, but the fact that taking Zombie almost forced you to respec is pretty sad. While healing from poison is nice, the healing amounts were very minimal, and the fact that things like vampiric touch and leach would harm you made it worse. Perhaps worst of all however, is the fact that taking zombie made you IMMUNE to the poison status effect. While drinking a potion would cause you to heal for ~40 health per turn for 3 turns, drinking poison would heal for ~40 once.
While there's a number of other issues I had with the game, I mention these because I haven't heard any mention of them in any of the discussions I've seen, and they're all relatively small issues, easy to fix. Don't get me wrong, I love this game, but if none of these are fixed I'll be a bit disappointed (I mean really, not a single witch talent?), especially with the scoundrel issues, as it's my favorite game play style.