Don't really think you need an AP separator when the AP in this game only goes up to 6. It's a small enough amount that you can easily see how much you have without a separator. It was needed in the first game because you could easily have 16, 18 or 20. I've never had any trouble telling how much AP I have here at a glance.
The other stuff I mostly agree with. Some other suggestions:
- Would be nice to have a weapon switch toggle. Switching between ranged/melee weapons on a rogue or 2H/1H+shield on a warrior would be pretty handy. On mages it would help if you run into something immune to one (or both) of your wands.
- The crafting books should unlock the recipes they describe when you read the book. I thought this is what they were going to do when I read them, and it was a bit strange when they didn't.
- I feel like Phoenix Dive should give 2 turns of fire immunity - or, alternatively, the fire surface should only last 1 turn. It's a bit odd that your immunity to your own fire disappears before the fire itself disappears. So Phoenix Dive > end turn means you damage yourself.
- The curse/bless interactions seem a bit wonky at times. At one point I was in a fight which had a cursed oil puddle and cursed fire terrain in contact with each other. So I cast Bless on the oil (to get rid of that horrible "explode on move" effect) - it removed the curse, turning the oil into regular oil, which immediately caught fire, damaged everyone standing on it, then immediately merged with the cursed fire surface and became a giant cursed fire zone. The end result was that blessing a cursed area essentially had no positive effect and in the end didn't even remove the curse: that doesn't seem like it's working as intended. Seems like it should have been a bit better than that? Would have been nice if it at least prevented the area from being immediately re-cursed for 1 turn or something.