I think you mistook what I meant by accessible, or user-friedly game, seems that you think I meant easier? You pointed the loremaster change (I wasn't even aware of that, and I usualy use low cost ap spells to check for a mob resistance that I can't guess, I can guess most of them anyways). Questmarkers and Hints features are a more fit example of what I meant.
Basically I speak of complexity (amount of elements, how many and what type of relations between them), combat and combat difficulty is one part of the game's complexity as a whole. In the first place I used this as an example for more accessability to combat by showing the player basic and important enemy stats without requiring ability point investments (and necessary decisions about investing points in loremaster or other abilities, for loremaster getting quite unimportant after 1 point investment) to get this information and an advantage towards enemies. Displaying health points and resistances on Loremaster 0 respectively 1 approximates loremaster to an external information and almost separates this ability from roleplaying. It's more a tooltip than role-related information (for your character being a loremaster). As a role-specific information it's too easy to get. Every character who wears a ring or amulet that has a bonus on loremaster (what is likely the case) suddenly becomes a loremaster who is able to decode ALL weaknesses of enemies!
This change makes it both simpler and easier. That's what I meant.
Questmarkers and Hints features are a more fit example of what I meant.
The problem a game designer has to face here is that the implementation of questmarkers under the conditions of certain design principles (especially of story and questing here) has an effect on the design or, at least, would be quite difficult and time spending. Questmarkers work quite well for the complexity of quests we find in most RPGs ('complexity' based on amount of involved NPCs, items and locations, how many different ways to solve the quest exist or - much more complex - how many different versions of 'the quest' exist, depending on your actions and the effects of your actions on the involved or possibly involved elements). But for Pen & Paper principles (freedom, creativity, dynamic etc.) and the vision of Swen Vincke and his team full questmarker/questtracker support would be highly problematic, as one Larian (maybe Raze?) already mentioned somewhere. We can try to get into details if that instance doesn't appear to be evident.
Maybe my current problem is that I don't know exactly how you imagine a more accessible D:OS (2). So let's say: If you'd have been the lead designer of Divinity Original Sin, what would you have done to open the game to the public you have in mind? What would you consider 'accessible' and 'interesting'?