Just finished my playthrough under the most recent patch, and wanted to throw out some thoughts here too.

What's the deal with magisters using Source Skills? I harped a bit in another thread about skeletons throwing these around a bit too liberally for my liking, but in the final fight I found this really confusing. These guys cull Sourcerers from their own ranks, how come I'm getting Mortal Blow'd and Chain Lightened by magisters? If there's no story element to explain this, it seems like a significant plot hole and cheapens the whole feeling of being a Sourcerer.

There's another thread about some missing bug with bows (and maybe other ranged weapons). I'm pretty sure this is real and not just griping about bad luck, based on my experience. I'm not sure what triggers it, but sometimes ranged characters can't stop missing for long stretches, across multiple combats with different enemies, even with 80%+ chances to hit. I saw this happen 10+ times in a row, multiple times, which stastically is wildly unlikely.

The protection value for the armor you find seems low compared to the strength of enemy attacks. It feels very difficult to protect yourself from some enemy abilities that can practically be 'I win' buttons for the AI, like chain lightning.

Backstab rogues seem very strong. Most of the damage from my whole team came from a dual wielding rogue with backstab. Nothing else I found could do enough damage to reliably grind through the high enemy armor values you start encountering once you beging fighting magisters, but the flip side is combat felt pretty one dimensional as my team just tried to keep everyone CC'd so my rogue could actually do damage. I don't know if this means other damage oriented strategies should get a bump or backstab rogues are a bit OP, but it definitely stands out from the pack.

Some of the source skills definitely seem more impressive than others. Infectious Flame and Chain Lightning are impressive, really changing the tide of battle. Mortal Blow is a solid role player. Acid Spores, Electric Fence, and Infection all seem pretty underwhelming. Heck, Infection could be a 3-4 AP non-source skill and would probably be reasonable.

I used bless on the prepetually sarcastic rat to try and cure him. It just killed him for some reason. Seemed weird.

Once you rescue Gareth, if you talk to him back at the hideout, you can wind up in a conversation where you can tell him you have a weapon that can handle the shriekers, or that he should move his camp now, and you have no option to tell him to hold off. This is troublesome if you have other quests you wanted to do in the hideout before everyone clears off.

Alright, that's all I have right now.