One worry I'm starting to have is that there may just be too much damn stuff in the container loot table. There is just so much stuff - a lot of it crafting items - that the chances of finding any particular item are low, and because there’s no respawning, there are only so many opportunities you'll get to find things. You might only find some things a handful of times all game. Maybe I’m just imagining it and there will be some vendors later on who sell crafting stuff, plants & mushrooms, potion bottles, scraps of stuff in bulk.
First off, the repairing mechanic. The way it's implemented now mean that your skill in repairing has to match how degraded the item is. Now, while a near-broken item might be harder to fix that a minor scratch on said item, I don't think EVERY item should go through the whole range of 1 to 5.
Instead I propose a quality-based system of determining the required skill to repair said item. Basically, mark each type of item based on what it's made of. So, a branch would not need more than a level 1 to repair, maybe level 2 if at 0 durability, but a tenebrium item would require level 4 to repair if it is but scratched.
That's an idea which does make sense logically, but that's not enough for me to jump onboard. It could be troublesome depending on how it's implemented. It's not hard to pick up a bunch of magic/rare items. If you can't repair those, then your choices are either to make sure someone focuses on keeping Repair up to date (at the expense of other abilities), or wear normal items and use magic ones for emergencies only.
Thirdly, I feel that skills that logically make use of a weapon (even more so if they cost durability of implied weapon) should have their damage done based on a % of said weapon. I.e. If my ranger uses barrage, it should deal damage based on how strong the bow he/she/it is using is.
I'm pretty sure they do. Change your equipment and see how the damage numbers in the tooltips change.
Fourth...ly, I have never not tried a non Raistlin - Lone Wolf as base character. They just seem too attractive to me to go for the hassle of getting companions to make tactics all that much more messy. An archer, a wizard of all schools and some summons to take the brunt is all I need insofar as how the game is so far balanced. Now, this is clearly a personal opinion, as this setup really tickles my own personal fancy.
That's your personal preference talking.
I can't imagine ever giving a Raistlin on a frontline fighter, it just makes them too weak, and Companions are both too useful and (later on) too interesting for me to use the exact same Raistin-Lone wolf all the time, ever.
Those are my main thoughts on the game as it stands now. But I'd like to add one of the things that I would really love to see in an RPG: fully customizable crafting and enchanting.
What do I mean by fully customizable crafting and enchanting? I mean allowing a character with the proper skills, ingredients, resources and, of course, amount of gold, to create items that are built exactly as they want them.
That sounds like a brand new system which is complicated and potentially hard to balance. It is unlikely to make it into the release version.