I agree with the game being too easy.

But it is also about freedom. You have the freedom to make a character immortal, but you aren't forced to. You aren't being forced to use sneak or invisibility, and if you do you aren't forced to use them every turn. You aren't forced to use the best items available. But for people that want to make godlike characters (and I'm sure there are many), they should be free to do so if they wish. I'm intentionally avoiding the air invisibility skills because I know from my coop game how broken they are and it just detracts a lot of enjoyment from the game for me, personally.

This isn't to say I wouldn't rather have the game create the challenges itself, which I would, but for now at least, setting your own restrictions will likely result in a more favourable experience. I think a better handling of the difficulty level system would be ideal, with groupings of or perhaps dynamic difficulty sliders for player health, enemy health, player hit chance, enemy hit chance, reduction to player elemental resists, increases to enemy elemental resists, and increases to enemy wp/ bb. Seems like a solid mod if these things are actually global variables.

I definitely agree with splitting MaA into two different skill branches. At least with dex you have both marksman and scoundrel. Also, rebalancing of skills would be ideal.

For example, has anyone ever used the MaA bleeding skill? 2H autoattack is just superior 99% of the time. With 1H maybe that isn't the case, however.