Here are some more of my thoughts. I really hope its useful and you read it, precious developers.
1) I don't see the reason to avoid multielemental spells.
It feels weird that the only damage dealing sorcery is fire, and when you meet fire immune beasts, your fire mage is complete shit. He has 3 options: take other element staff and spend only 2 out of 4 AP on staff usage every turn; cast haste; cast clear mind. So the game forces you to play fire-earth mage, so that you could at least use global poison and oil (don't remember the names), which is still around 6 AP all together and then you stay aside and watch your team dying. Sharing scrolls before a fight is good, but you can't always have nescessary scrolls and they are not worth spending money.
2) Ranger is a hard damage dealer. Fire mage also. Assasin deals too much damage too. And then you recall that last guy with a two-handed weapon that actually can't do shit, until ranger or assasin destroys all physical armor enemies have. Playing knight is boring. The game is built around crazy surface mixtures, so until you buy that rush forward skill or phoenix dive, your knight is useless. If he has shield, he is able to live through all that magical damage and then knock down enemies, if he has no shield, than he will probably die or keep staying stunned/frozen/knocked down. We are now 4 and neither of us agreed to play warfare-based unit. So we had to wait untill we pick an item with +1 strength so that we could combine it with human special aura and get that braccus spear out of petrified withermore (if I remember the name correctly).
How I see the problem: ranger crits and kills, has a lot of APs, and he is mobile. Same for assasin. Mages don't need to switch position, they just stay and stun/freeze/burn enemies. Knight takes years to start his turn (usually last one), then years to reach the enemy with low physical armor (good thing if his way isn't full of necrofire acid elecrified deseased stuff), then he can at last use one spell which will leave that enemy ranger or mage with 1-5 physical armor (no more spells avaliable, unfortunately) and then wait for some more years for his next turn. He can't knock down mages and rangers from the start because they are usually far away and their turn goes after your ranger.
3) When I played for the first time, I actually spent some points in constitution from time to time, but now I don't. There are too many avaliable opportunities to make a hero durable enough. Recover Armor, Frost Armor, Fortify (on elf ranger after he eats atusa's leg), Fortify on Red Prince, potions, First Aid, Restoration, Restoration scrolls. Later there are 2 more sick spells for healing. Constitution is useless. I thought about making strengh an attribute of vitality. Constitution can be replaced with Durability which passively recovers some percentage of player's magical and physical armor per turn. This way Knight becomes fun to lvlup and more fun to play. And warfare should reduce movement penalties from heavy armor.
4) Currently there are 3 types of armory: cloth, leather and metal. Strength and Intelligence bonuses force you to go full metal on Knight and full cloth on mage and they have percentage bonuses which later will become insane. But it leaves a knight without magical armor (if he has no shield) and a mage with no physical armor (if he has no fortify). And an assasin and ranger have no bonuses at all and should rely on dodging. The idea is good, but please let the poor robe have at least some physical armor and heavy metal stuff some magical armor. You can't rely on Frost armor every time. I noticed that there is more physical armor in leather, so it is around 60/40 for physical/magical armor, why not go 80/20 for metal and 30/70 for cloth?
5) Sometimes NPCs are very bad. Its alpha, so I guess you will work on it. They should learn what focusing a particular unit is, and they should try to combine their spells to disable or kill heroes. I guess that is a really hard job to do, but I hope you can do it.
6) Some fights are really easy won by sending your ranger forward, initiate the fight, and then just rush back with tactical retreat scroll or skill. These are the fight when you meet Delorus and the fight against skeleton mages and archer where Withermore's soul jar is. You just initiate, then rush away and wait until they come close to each other. Kinda hack for experienced players, not sure if you should do anything about it, but i would advise to revise some NPC's positions and let them flee out of combat if they have to follow you for too lond.
Bugs
1) When we tried to play in a party of 3, that guy with stolen cocaine sniffed it all out before I took the orange from him. There was nothing inside that orange.
2) In a hall where a lot of paintings are, on the top floor of fort joy castle, there are 2 small paintings in the corner, standing next to each other. When I picked one of them, the other flew under the roof and I dont recall how I got it, but it was hard.
3) Loremaster works bad if you have it only as a bonus from an item. I had to swith the ring with +1 loremaster between the heroes, before I could actually identify an item. It happened with two items in a row, so I guess it would happen for a third time aswell.
4) Don't think it is a bug, but silent monks are too passive. You kill them one by one and they don't care. You could even throw one right next to another (without dealing damage) and they don't care. This experience shouldn't be that easy to get.
5) Sometimes NPCs use tactical retreat and walk all the way back. I guess it happens when they should walk through dangerous surfaces in order to reach a target. And in arena I saw that dwarf mage running around without purpose a couple of times already.
I wanted to mention something else for sure.