Seems vitality is just for gear I suppose... Got +4 by gear alone, putting along some more points (since well, alpha, I'm doing this for testing not to get a great build) and we can get higher than level 7. Of course since you only get +1% per level after the first, it's still not that great, but oh well, if there is no better gear. Probably no points there from me in the final build though.
Armor is really good though. Armor's gone, you're dead meat. While the bonus is pitiful and I agree it's very uninviting to spend points in the binary "total security" vs "you're so very very very dead" makes every point worth it.
New stuff:
* The Divine order bulletins are... kinda lacking.
* I'm going to assume crippling blow does do weapon damage (since it does extremely more damage than all my other skills). Probably needs to be made clearer (and balanced!)
* Decomposing Swashbuckler used Nature's Curse... full team on magic armor, all resist, no damage at all, turn over. It was super-waste-full.
* Decomposing Marskwoman's Richochet was... pretty much a scratch. Which is odd since her regular attacks do do damage.
** Actually it seems for all opponents their skills are way less potent than their default attack. Making a fight easier since they start unleashing with their skills.
* Well, fighting the skeletons (lvl 4) (okay, sure, I was level 6) was very easy compared to fights inside the fort. That's kind of the opposite to how difficulty balancing should be. I guess that's why they're 200XP vs much higher for the fort battles, but... really?
* It's rather odd that you seem to get all nades and arrows that NPC's get and don't use. Unlike any other equipment. Intended? It's rather easy to swim in arrows and nades as result.
* Even though I hate questmarkers (with a passion)... can those atleast be removed if you found the buried treasure they point at?
* What exactly is the use of disarming traps?