Some observations after beating the game and also looking in the code some more. Obviously a lot is subject to change, but I don't know what will change and what won't, so I can only offer my feedback on everything:
Double immunities on epics seem like it could get out of hand fast. I saw knockdown and cripple immunity, and mute and fear immunity, and other thematic combinations. I thought they should've maybe ditched immunities entirely, but now they're handing them out even more, even earlier in the game. Immunities are obviously very nice, but aren't very interesting. I suppose something like "Immune to burning" could make you play more aggresively with fire, but Immune to knockdown doesn't seem like it would change your strategy all that much (except allies could use knockdown grenades on you or something).
I saw Chilled Contact on a level 6 green armor piece. I thought that was neat that could appear on a green, but I'm still not quite sure if Chilled on Contact means 100% to chill when enemies hit you or what. I think percentages of chance to chill would help here, and would also make more leeway for more powerful effects (e.g., 5% chance to charm when struck).
Looking at the code, I saw they reduce the boost type of certain +skills on items from large to normal at level 11. This means +skills (e.g., the ability to cast flaming daggers) could appear on green items (I think), or on legendaries with other very powerful effects as well. I'm not entirely sure if +skills should appear on uncommons, but I suppose it could make finding greens with good skills exciting later in the game.
I'm still not a fan of lucky charm appearing on loot, especially now that lucky charm is pretty good. It encourages swapping out gear just to loot boxes too much, which is tedious. I also wish lucky charm would apply to nearby allies, so there'd be less of a need for a "designated looter." Finally, it doesn't seem like lucky charm is applied to bodies (at least, ones from fallen enemies in combat). That'd be nice, rather than just using lucky charm on random crates.
I'm often confused whether armor adds vitality, or is improving the vitality skills. Same with armor and magic armor skills/stats. It seems like sometimes armor has stats like "+2 magic armor," which only adds 2 to your armor, which seems really low for a raw value, but maybe it's actually adding to the skill since the percentages are so low too.
Often rares (blues) seem like they only have one stat on them (like +3 intelligence). I often can't tell if weapons or armor have a higher base damage as a magical modifier, or there's only one modifier on the item.
As far as limited visuals go, I expect that to improve over time, but I also get if the model variety is somewhat limited given the number of races. I think the easiest way to add visual variety would be to add a LOT of color dyes that you can find and buy or appear on armors based on their attributes, and hopefully aren't too garish, so you could customize how you look somewhat even if there isn't a lot of model variety.