One of the reasons to play an RPG is for the loot.
In a properly made RPG (Baldur's Gate, Planescape Torment); Nope, it's the LAST reason you would play them. Don't confuse RPG's with Diablo-esque action RPG's or MMORPG's (can't call those RPG's really).
Legendary and unique are not the same thing.
Unique was white in the beta, before they became brownish in the final release. Orc Armor is brown, so yes, Unique. The easiest way to differenciate Unique is that it has a name (rather than prefix, item name, suffix system well known from Diable). And yes, they have fixed pre-generated stats.
And you don't really need to play the full game to talk about mechanics, really. Story is another thing entirely, but I avoid that for spoilers... not all of us can play hours a day.
It concerns the cat in the inn.
He just says he lost it on a beach. There are 3 of those in Cyseal. And the item in question is on none of them. While it's a hint, it's definitely not a locationindicator, you just need to stumble on it really.
Unlike modern RPG's where it's A-B-C-D-E-F and clear indicators where to go, here there's a lot more instances of you know what to do, but you're not specifically told where or how, find out yourself. For example the murder quest can advance in multiple ways, and since it's an investigation it makes no sense to have the journal point out where to go (while modern games do, thank you modern generation). Heck, you don't even know yourself, you just explore around and finds little snippets and eventually form a plan based on that to proceed.
Good RPG gameplay!
There's nothing wrong with giving an ingame wordpad. Saves the environment, so I can't object with that

(personally I tab out of the game to actual wordpad, but I do that for keeping track of bugs and stuff, not talks).
After all its just a small text editor... how hard could that be? Right?
Oh god, don't talk me about "how hard can that be?" or "it's easy to implement". People playing really have no clue in all those cases, and nothing worse for developers to constently get 'it's easy to add' for the most ridicilous complicated stuff. Even if it seems easy or minor on paper. The sooner people would stop saying such stuff to devs on their boards the better...
H, I'm not sure about that. The inventory has different tabs, for example for "consumables" or "magical" stuff. So there must be some sort of item type system working in the background which decides whether an item is shown in the respective tab or not. From there it shouldn't (as far as my little coding knowledge holds up) be a too big task to make item tpye sorting in the main inventory tab possible... wink
Except it would show exactly in the order of the tabs (so armor and weapons still get fumbled together). So I ask again, what would be the point of that if we have tabs already. If it's for stuff you mentioned like knife on pillow being hard due to no knife on ingredients, a better fix would be to add it there (like how repair hammers and identifying glasses appear amongst weapons).
Again, it's working AROUND a problem, rather than fixing the problem. And in the end doesn't help much to made the UI apparently less "cluncky" than actually fixing it would. Cause really, do you prefer going to 100 items to combine them or 30? Your suggestion is basically asking for #1 and I say "don't bother, if you fix the problem, there's no need for it, and you've wasted valuable development time. Time that could even went to fixing the problem"
EDIT:
If you don't burn bosses quick enough you're in trouble
Ugh, ugh, ugh... MMO terminology... make it stop.
And I've yet to see a boss where you need to kill them quickly actually. There's healing. There are no stupid MMO enrage timers... if played properly you can infinitely hold ANY fight (including bosses) and have no issues at all. What sort of trouble do you mean?