But isn't exactly the same true for armor? And those don't impart magnificant penalties upon you, not telegraphed AT ALL, and you just have to find out yourself the next battle why you can't hit the broad side of a barn.

Here are my last few suggestions, made playing the previous version:
*Why does Mordus' Amulet have a rune-slot if it gets taken away anyway. Had to reload to save the rune smirk. And yet another great piece of equipment I immediately loose again, this is getting tiresome, especially with gear playing such a big role in combat (fortunately I got it back from his dead body).
*If there's one "book" that should stack it's those cautionary pamphlets you find everywhere (all should, but well, these are very common).
*Why are "Red Ink in the Ledger" and "Aggressive Takeover" even 2 seperate quests? Considering they involve the exact same people. Oh well, 2 rewards I guess, one for the box, one for the kill 'suppose.
*Some inconsistency. Most ghosts only appear once you did up their corpse, but for Trader Liam that apparently is different. I understand for the sake of the quest perhaps, but still, I like consistent design.
*Why does Bless take a slot while Source Vampirism doesn't?
*Just bought torturer but all my skills in the taskbar still say the turn durations before buying it? Buying it for Fane "Worm Tremor" does increase from 2 to 3. Did I just waste my point on something with super-specific requirements it doesn't state?