Ok, it seems I'm no longer locked out of this thread so I'll finally reply :-)

First of all thanks a lot for your great feedback! The key thing I'll take away is that not only I'll be able to respec soon (we're nearing the end of Act I) but I'll be able to respec more than once, so that takes a bit of pressure off :-)

Based on what I've read I think I'll go down this route:

Keep pumping Finesse as it's my primary raw damage source
Keep Constitution to a healthy level, not too high but maybe not at 10
Forget about Strength and Intelligence
Manage my Memory as needed, maybe reducing it via respec when I've got more level-based free slots (I didn't know I got one for every two level, good to know)
Keep Wits to a healthy level in order to avoid having the lowest initiative but not rely on it for critical chance (not damage, my misunderstanding) since backstabs always do critical

In terms of talents I'll ditch Guerrilla, keep the Pawn and Opportunist and maybe add Parry Master and the attribute/skill boosting talents later on

For the combat skills this is where I was afraid to go too much jack-of-all-trade but apparently picking one point here and there just for that one skill is nothing to be afraid of.
I think I'll try something like that:

Warfare I'll start investing points as I now understand the advantage, if I understand correctly it increases my raw damage, which in turns is again multiplied by the critical hits, right? I'll see what skills go well with my build based on available memory slots
Dual Wield is a mixed bag, either I'll remove it (can I still dual wield with it set to 0? I guess so) or pump a few points if I wanna try dodging
Polymorph I'm keeping to 3 (yeah, I added a point since my last post) as I'm really enjoying the skills and I'd like to try Skin Graft
Scoundrel I'll try to keep it at 5 for the mobility and the later talents, maybe reduce it later to 3 if the high-level skills aren't to my liking.
Aerotheurge I'm not sure I need, I use the teleportation gloves even though they have weak armor, not sure how long I'll be able to do that. Also I already have a teleport from scoundrel. But Uncanny Evasion seems nice and can help other players so...
Pyro I'm not sure either, I acquired the skill from eating someone's head (Yep, even writing it feels weird) so I guess it's easy enough to try it out, but I have done fine so far via scrolls
Huntsman also seems to be deemed useful by some and useless by others. I'll give the Tactical Retreat a go and I somehow have the first aid skill acquired so why not.

I guess in summary I should choose either Aero OR Hunstman for the extra mobility but not both.

Last but not least the civil abilities, I'll stick to sneaking and thievery mostly then i'll see what my gear can provide. We've already got a loremaster and a barterer, telekinesis is a bit useless with the teleportation capabilities I have, and Lucky Charm I'm not sure how useful it is in the long run.

That's it, thanks again!