1. No idea. Likely harder because some stuff was nerfed (no more OP shields, no more throwback boulder in geomancy, no more witchcraft blind spell, no more 1 AP furtivity). Since it would be your second play, you could try the hard mode.
2. No idea about end game yet. But see 1.
3.... 2bis. I don't think so. But I never played them much. I have a hunch they've been nerfed in enhanced, while remaining boring. Even though furtivity got nerfed, it was in the end not that much tied to rogues because daggers used 2 AP (gaining 50% through guerilla is lost if you stealth a 3 AP attack). Now they use 3 AP to attack baseline (instead of 2), 6 if you dualwield. Maybe damage was balanced to account that though, no idea. Rogues are the only ones that kept the jump though, but I don't know if it's the only skill that works to access some specific area (I think aerothurge teleport or pyramid toss should work aswell).
3. No. Just buy lockpicking gear that you use solely for that (same goes for charisma, which you can craft, and maybe a bit of bartering if gold is still not an issue in the game). Perception is more debatable. Crafting/Blacksmithing requires 2 or 3 points only, if you need it.
4. I think heals are mandatory (can't stand potions and food). Long range is mandatory to complement a rogue in a party of 2 (hello aoe spells). An invocation that can tank a little bit the attention off your rogue would be nice too. I don't know what your class names are, I just go with warrior - mage - rogue - ranger archetypes.
Mage got some big spells nerfed (boulder, shields, blind), but it was necessary and it doesn't really make the gameplay less interesting. Mage got a charm in witchcraft, and way more spell slots at early levels (like everyone, but it's pretty noticeable with mages since they have usually multiples school). They lost the all-elemental-resist spell (both warriors and rangers got it, selfcast I think?), but it's pretty minor as you'll adapt with the new shields.
You can dual wield wands and maybe combo them into cc or more damage (poison spell > fire wand to explode and air wand to electrify the cloud?).
Warrior got the new stances (defensives stance) and the taunt. They lost the jump (as rangers, so only the rogue has one).
As usual, shield (not the spell) are sucky at the beginning but more impressive lategame. Even if I build warriors as tanks usually, I don't take any weapon spec early game and give them 2H weapons.
Marksman, no idea, but I think it's been unchanged mostly. (you can still make the sniper build with guerilla). I've seen they have amazing damage and cc overall.
For rogues, already gave the talk ^^
Last edited by Chrest; 30/10/15 11:32 PM.