Imo Beyond Divinity has several dubious design decisions. One which is the battlefields, which i detest, they are something utterly bad and contrived. Mindnumbingly boring like Dungeon Siege. But worser imo, is that the battlefields TOTALLY destroys the need for the teleporter stones, if you just can warp to the battlefield merchants to restock, heal yourself or sell loot. The tport stones was an innovative addition to divdive, but here they are practically unneeded.
Also im having a beef with the skill system, there is way too many options, and far too little skillpoints. In Divdiv you could become proficient with a weapon type for only 5 skillpoints, only restricted by your level in how much you could play in one. Were in BD, you need 50 skillpoints to totally master one weapon. The skill system is very badly burned by that most skills take 10 points to max, or some 50 even.
Also the game is very biased towards fighters, as mana costs of spells is astronomical, you take too long to regenerate, even with a hefty investment in survival.
Beyond divinity should take a page from diablo2, in how you gain an amount of mana per level even, depending on class, meaning you would have a steady increase in mana. So you dont have to spend your first 100 statups to increase intelligence to get a decent mana supply.
And something is waay off with how heavy items is, my main char has a strenght of 60, and is decked out in items, and i cant lug around many more, because they weight extremely much. A ring weighing more than a full platemail? Seems to me that somehow the mods on the item, adds more weight too.
Lastly, i prefered the large open gameworld in divdiv, where you just could go wandering, find new towns and quests out in the wild. Beyond divinity is too disjointed, you will practically only find one major place of trade in every act.