I think what also bothers me is that regular creatures like crocodiles are shooting out massive oil slicks and turtles are casting massive area of effect spells. These types of effects would be fine coming from mage type enemies, but it just feels weird that mundane wildlife is casting more area of effect spells than my party can.
That's nothing, zombies casting spells when they are meant to be mindless makes no sense to me.
And almost all animations in the game feel like magic. Just consider Lizard's dragonbreath or any warrior's skill preparation with all this shining powder around hands.
As for environmental effects, I would most like them to have more predictable areas. If I cast Fossil Strike, please show me who is going to take damage, who is going to be slowed, what will be the precise area of oil, whether it will extend a burning area via connection with another burning area, creatures or a candle and if the Fossil Strike destroys a water barrel, please show me the area where water will be spilled. And if my warrior approaches an enemy standing in an electrified water, I would like to see if he will step into the water and I want to get a notification if he will; and when he strikes the enemy, I should know if there is a risk to be shocked by electrified blood within a specific range. And as I hover the cursor over a potentially inflamed area, I want to know the details without a delay.
It will also be helpful to have a hotkey which forbids my character to enter into dangerous environment but makes him approach it as close as possible.