I didn't find the voice acting that bad, though there is always the volume control, if you want to turn it off. There have been a couple reviews of the demo already, and I don't remember seeing any great fuss over the voices.
Call me spoiled. I'm playing KotOR for the third time; what can I say?

How is equipping items any different than in Divinity? You might have to give the other character something, that that is hardly an arduous task.
It's clumsy. It still has the disorganized look of DD. Among other things. I'm comparing it to other RPGs, as well. It's almost on par with Morrowind's inventory, you know, except you don't have to scroll infinitely to select the desired items.
You have never organized anything on your computer into grouped folders?
Other than the skill branch style, what other ways are there to organize such a flexible and configurable system?
I don't organize my folders for entertainment -- do you? However, I play games for entertainment. Entertainment! Imagine that! Isn't it
preposterous?
I found it immediately usable and understandable. It is much better organized than listing 96 skills on 3 screens in groups of 8, or listing every known skill in columns when clicking the secondary skill icon.
Good for you! Clearly, I must lack the intellectual fortitude to grasp the concept quickly. {/sarcasm} No, I have no problem understanding the skill system. I have problem with the clumsy management.
I think mana regenerates slower for balance; with a very fast regeneration, you would effectively have unlimited mana, without the need for potions. The amount of health regeneration during a battle is not that great, so different regeneration rates do not make melee characters more powerful than magic users. Actually, mages tend to have fewer hit points, so the health regeneration helps them, as well.
Really. So having to stand around and wait for mana to regenerate -- which takes a
lot longer than hitpoints -- is balance? Good to know.