Bumping this thread to agree that movement speed out of combat still feels really slow. I'm extremely happy that bedrolls have made out of combat healing a breeze, and all inventories shown at once is awesome (though I hate how crafting is a separate area), so faster run speed is a similar quality of life improvement that would be much appreciated by nearly every player. IMO, Larian should do it now, before they design any encounters where current run speed is important.
Of course, 200% faster is way too much, but even 20% faster would be great.
If the animations looking silly is problem, well, some sprinting animations might be in order. These would be WELL worth the investment. Without the teleporter pyramids (as far as I've found), and rift travel requiring you to be by the rifts (as far as I can tell), world travel takes WAY longer. In certain ways, this is good, because it makes the island feel bigger. But it's still annoying how long it takes to run places. Especially in single player, where I can only control one character at time, positioning my team for combat or just running to buy something takes quite a while.
The world should take time to traverse, and we should see the ability to teleport around it as a mysterious use of magic by the divines that is beyond the players grasp; a gift, because the world is realistic but also magical. The story is much more realistic this time around than in the first game, these mechanics that are based on reality back that story up.
I'm sorry but all this wanting to make healing out of combat a breeze and wanting to move around the world faster is just taking out the things that make Divinity what it is, which is more than just combat, it's a role playing game.