1a. In terms of the story, the game would only have the right emotional resonance, it would only "feel right" if the Divine kills Damien. This is because Divinity 2 went to great lengths to patiently resurrect the Divine from death.
1b. It would only be satisfying for the Divine to kill Damien if the player controls the Divine for the final fight.
1c. The player night not need to control the Divine for the entire time, but they would need to do so for at least a significant portion of the game, so it doesn't come as an unwelcome and frustrating surprise.
1d. You could still have a customizable face for most of the game, thanks to the established presence of illusionists. But it would be just as valid to play as one character the entire game with the same face, and this would free up resources to go to other areas of the game.


2. This game worked okay without a night and day cycle, thanks to the different lighting in different areas giving each a unique atmosphere, I understood what you were going for... but that was kinda weird, so a full day/night cycle would be okay as well.

3. Falling damage wasn't in this game because you transform by leaping off of cliffs. If there is no dragon transformation in Div 3, then falling damage should be in. But it was fun leaping off cliffs, although the engine was strange, you didn't fall in a proper parabola. At a short distance into your leap, you inexplicably lose ALL horizontal momentum and start falling completely vertically, which is not helpful and looks wrong.

4. Better balance of weapon power would be better. Dual Wielding is fun, but super-powerful compared to other types, and Hand-to-Hand is weak because Strength is capped at 100 and more powerful equipment doesn't affect that damage at all. Adding a block feature (for example, the "use" button when you are facing an enemy, or if you have your weapon out), would make the Sword + Shield option more attractive, but you would also need to rebalance One-Handed Without Shield. Two-Handed Weapons suffers from the existence of really powerful one-handed weapons. In FoV I accidentally bought one for my Two-Handed character because the high damage made me think it WAS two-handed.

5. Add in elemental damage and resistances/weakness again. There is fire, poison, and Magic Shock, but there's no way to know which enemies are resistant to certain types of damage, so there's no strategy to using them.

6. Keep up the same quality of humor and voice-acting, those were really good in this game.

7. If you'll use the mind- reading gimmick again, it could be used better than just "my secret stash/password is ..." . Flames of Vengeance was better in that respect, though.

8. If you'll use the dragon mode gimmick again, more freedom and more time spent as a dragon would be better. I would like to see cases where there are anti-HUMAN towers which are dangerous to someone on foot (but not a dragon), which can only be destroyed as a dragon, and locked gates which you need to blow up in dragon form. The entrance to Broken Valley mine might have been a good spot for one of those.

9. Better balance of some skills - You can only have one summon at a time, which limits their usefulness and promotes focusing only on one. Perhaps points into Summon mastery increase the number of summons you can have out? Debuff skills only hit one enemy at a time and are expensive enough mana-wise that you're better off just using damage skills. Perhaps increase the power of debuffs and/or lower the mana cost, maybe. I haven't played a pure priest yet though...