Been compiling some of my general observations since Alpha release, figured I'd dump them in here.
1. The frozen water and in general other elemental status effects take too long to dissipate outside of combat. Trying to grab Items in the middle of a frozen sheet of ice is really annoying without fire spells.
2. I've often noticed my vitality going above maximum levels. Not sure what causes this. see This Picture
3. When exploring around, encountering enemies can often make for 2-3 completely dead turns from the trailing characters. The rest of the party is too far away from the lead character and it takes a lot of AP to catch up sometimes. This makes for a couple of completely uneventful turns. If making the rest of the party follow closer is not an option I would like to see a catch up mechanism. Perhaps a toggle on screen you can use to increase your AP but the only action you can perform with them is movement. Otherwise it makes skills like Phoenix Dive and Rush a requirement. Characters without those skill sets like pure survivors or wizards can't do this.
4. I would like to see spell scrolls have a better tactical use then just as a substitute for having the skill. Right now scrolls cost almost as much as the skill itself in gold. This makes them instant sell items for me. Right now I only see them as valuable if you have no wizard or to cast spells you can't learn yet. So once you have the spell learned from a book that makes the scroll version of it a garbage sale item.
5. I agree with Stabbey about the 2 handed crushing weapon issue. There should be some giant mauls or something. But I disagree on the crushing weapon for back stabbing. That seems like an appropriate trade off for picking a back stabbing weapon to me. Since it's still just a 1 handed weapon you can go with a club.
6. Staff of Pergamon recovery needs a dual dialog screen. Perhaps one party member would prefer to keep it.
7. Picture of Health seems to powerful. Drop it to 10%.
8. Splitting arrow needs some sort of a visual aid other than the red outlines. Perhaps a cone with an arrow of the fire direction.
9. Weapon skill investments don't seem to have a corresponding benefit for their cost. Right now since everything is attribute based it's too easy to switch weapons around without much consequences. My two handed sword user can switch to a 1 handed club without any ill effects at all. The slight damage boost is not enough incentive for upgrading your weapon skills heavily. My suggestion would be to move the chance to hit bonus from the attribute over to the skill side.
That way a high strength character can use weapons that make sense for a strength character. And the skill level represents a level of training boosting your efficiency with that weapon. This way you face a clear penalty for switching away from your chosen discipline. But not make everything unusable like the old level locks.