1) Randomized loot breaks immersion: For example, finding silver ore (!) and eyeballs in barrels outside the tavern is just goofy. In such barrels, you should find junk like empty or broken bottles. Or again, having merchant trading inventory scale to the player's level (as if the game world were centered around the player, and not an independent and organic system) is nonsense - see also "game balance" below.
Heck yes! Finding fresh tomatoes in a dungeon otherwise filled with bones and dust always made me sad.
...But take heart, because I don't think that loot has to be placed by hand. I think 95% of loot can be distributed by assigning crates to a loot category, like for example loot_city, loot_villagehouse and finding uber gear in random barrels should not be possible anywys. I am not familiar with the internal workings of the game, of course, but in theory this would not be much different from the steps necessary to make different mobs drop different items.
I should say here that I also deeply appreciate Larian's bravery and transparency in releasing the alpha to thousands of opinionated gamers. Regardless of whether they change the final product to 100% match my own personal RPG tastes, this is the kind of interaction with players that builds trust and loyalty. So to any devs who might be reading this - thank you!
I do agree wholehartedly!