Wits is a terrible stat. Their might be some unqiue build that uses it, but pretty much every single build wants to zero points into it. Wits gives you crit and higher intiiative, except it really gives you neither of those things.
Crit from wits is obsolete. Both types of physical damage builds already have 100% crit either through backstab or enrage. Spells cannot crit by default, and the talent that allows you to crit with them is really terrible for it's cost. Even if you take it you're still better off maxing int over taking wits for crit.
The initiative doesn't matter, because you can always guaranty you will go first. If you have 1 character with a summon, then you always go first, because you have the summon pull and you can have up to 10 turns to prepare before the enemy reaches you. If for some reason none of your characters have a summon, then you can still use clear mind to ensure you start first. Have the clear minded character at the front, while the rest of the party hangs back and they run back on the first turn, forcing the enemy to pursue and so you go first. If for some reason you have neither of these skills, you can still have you tank go ahead, pull, take a few shots, and then drag them back. If that is still somehow a problem, then at most 1 character needs wits, the rest should put zero points into it.
The problem with wits for turn order is it is a binary skill that must be exactly right to be of the most value. If my character has 16 wits while the enemy has 15, then great I go first (except for all the junk above that makes that not matter), but if I have 20 wits while the enemy has 15, I still only go first (the crit bonus is worthless). If I have 14 wits while the enemy has 15, then I go second and I'm just as screwed as if I had 10 wits. So you're better off pumping stats that are always useful.
In alpha I took zero wits on my characters and was able to go first in every fight and find all the discoverable secrets with clearmind + wits gear. Zero reason to take it.