Now that I have completed the beta I would like to give some feedback.
We were playing coop as two battlemages both two-handed, one fire and witchcraft the other water and air.
It was way too easy, nearly every fight was over within three rounds.
We hardly ever attacked with our weapons, there where too many skills to choose from (Charge, Charge2, Fist, Fist2, etc)
So this leads to my following radical suggestion:
Ditch all skills. A fighters "skills" are his damage dealing weapons nothing more.
Instead I would suggest a system similar to Fallout. There you can choose how you attack, if you swing or thrust for example.
This could also be ability depended.
Normal 4AP Damage Normal etc
Swing 6AP can hit multiple enemies
Thrust 5AP is armor piercing etc. Requires two handed weapon 3 for example
Next:
Remove skill point saving at the end of the turn. If you wait too long, then you simple wasted your time.
Powerful spells which require many aps should be casted over as much turns as needed. This way a mage could be interrupted, which leads to many options and tactics on the battlefield.
Equipment:
I don't like it that every thing has a level. That a level 1 sword does 6-20 damage and a level 5 sword does 50-70. I don't want to play diablo or any action RPG, I want to play a real rpg and not something where I am always on a treasure hunt.
Or when I find something unique, that this item will only be about 2-3 levels good and then it will be replaced by a common sword because it simply does more damage.
Give every weapon a base damage and adjust that with the characters strength and skills/abilities/talents.
Spells:
Make them more powerful and let them need ingredients to cast a spell. This way you could limit some of the casted spells throughout the game. Maybe something really powerful but it requires a wersheeps heart and there will only be two to find in the whole game. This could also lead to some sidequests.
That's it for now, other than that it is a great game.