I'm not really going to focus on bugs or minor cosmetic issues. They are insignificant, broadly speaking.
Main Feedback
1. Action economy. The way a number of fights are balanced (Underdark minotaurs come to mind) seem to be excessively difficult, to the point where even after 15+ attempts I was only able to succeed through abusing game mechanics. So breaking up the fights into smaller but more frequent fights balanced by limited rests (can't rest inside buildings or near hostiles for example) may help a bit with game balance.
2. Stealth rework. Stealth, as is currently implemented, seems to have very limited use outside of a surprise round or avoiding combat all together. One change I would *really* like to see is a change to how NPCs aggro players. If a player assassinates a NPC outside line of sight of all other NPCs they should not aggro all the other NPCs nearby. I ran into this issue when clearing out the major goblin encampments, would attempt to kill isolated targets and would do so in a single hit, but end up aggroing the entire camp.
3. Combat modifications.
3a. Actions should also be able to be used as a bonus action. Numerous times I have jumped into a area only to be unable to shove or perform a minor action that could have drastically turned the tide of battle.
3b. Disengage should be an action (excluding Cunning Action). Attacks of opportunity can drastically change how much damage someone can do, especially early game where you can only attack once. It functionally doubles the amount of damage someone can potentially do in a single round, and being able to avoid all that damage for something as minor as a bonus action seems to negatively impact the game balance as a whole.
3c. Add the Dodge action. The AI appears to be coded to just gang-bang the squishiest character first, ignoring my front line tanks and pathing around their attack range avoiding all opportunity attacks, so having an action that would allow the squishier characters have a bit more survivability would be greatly appreciated and simple to implement (disadvantage on attack rolls against them x1 turn).
3d. Readied actions. Going back to the action economy point, it is a struggle to fight large groups of enemies when you can't set ambushes at choke points. Numerous time I get someone in an advantageous position who is unable to do anything for an entire round because they have no line of sight, even if it is obvious the enemy will be running into sight a moment later. Suggested implementation: For single target spells/attacks, click "ready action", click desired spell, click target; When target comes into line of sight/range the attack triggers, if it uses a spell slot the spell slot is used *when you ready the action* and will be consumed even if the target does not walk into range/the spell is not triggered (ie the spell "fizzles"). For AOE spells/attacks, click "ready action", click desired spell, can click on a single enemy (works as a single target spell/attack) or a point on the ground, once the first enemy enters the AOE of the spell it is triggered.
3e. Casting spells as a higher level. The current system of having an entirely separate spell (ex: Magic Missile & Magic Missile II) in a hot bar cast it as a higher lvl is somewhat clunky. A more streamlined implementation could be treating it like the Hex spell, where you click on the spell and the higher lvl castings show up in a pop-up/drop down menu.
4. Leveling & experience. As is, it highly values violent solutions since one of the main sources of EXP is killing creatures and peaceful resolutions do not provide equivalent EXP. Suggested solution, tag an NPC with a specific EXP value, if the player successfully resolves a conflict/succeeds a roll to end things peacefully, grant that EXP to the player **but** then tag the NPC so that they do not award EXP upon death. It would prevent players like myself from optimizing the fun out of the game by going for a peaceful resolution then killing them after for double EXP. Adding some *minor* bonus EXP whenever a character succeeds or fails a non combat related roll would also be nice.
5. The companions seem excessively hostile/rude even after you build rapport with them (excluding Gale and Wyll). I understand being standoffish or untrusting at first, but when they are consistently being excessively rude to the player even after they have high approval and gone through scenes where they have been nice to the player, only to have them be a prick at camp, makes them rather off putting and (more importantly) inconsistent as a character. So having the companions react more organically to the player as their approval gradually increases would be lovely. As an addendum, I would like to see a numeric value added to the Approval rating listed in the Character Panel; It's hard to tell the difference between things like "Exceptional" approval and "Very High" approval. A numeric score would go a long way to clarifying where the player stands with companions.
Wish list.
1. Sheathes for weapons. Everything looks so pretty, having a big 'ol sword just hovering on my back seems out of place.
2. Jump without breaking stealth with a successful stealth/acrobatics roll.
3. Rotate items when you gram them and grab bigger items. Since the camp is a persistent area, I like to decorate it with pretty things I find on my travels such as toad teapots, crystal balls, lutes by the fire, and some containers to sort/store items. Issue is, I cant grab large objects like tables and I can't rotate things, so all the chests and décor is at weird angles.