When I first finished that fight, I googled to see fi anyone else was having issues with it and found threads on reddit that looked pretty similar to this one, someone complaining how the fight is jarring comparing to what came before, the consequences disproportional, and the loss condition unclear. It always devolved with the people disagreeing and giving their strategies and nice "tips and tricks" on beating the fight and saying how the fight is actually pretty easy and missing the point the person was making, everybody talking past eachother. I thought if I explained in more details directly on the forum in my own way it might solves some of those communications issue.
Anyway, my problem was never how hard the enemies are or how easily Isobel goes down. And I wasn't asking for nice strategies or easy ways to beat the fight or whatever, I can come up with those myself later. My point was very precise, yes the game makes it very clear that Isobel is the one maintaining the barrier, yes it makes it very clear that you have to prevent her getting kidnapped, and okay, you can probably guess its better if she doesn't get knocked out.
My very precise point is that what the game doesn't communicate to you is that the instant she gets knocked out you get an encounter ending cutscene where you can't revive her or do anything but watch her get taken away, which is why I think that at the start of the fight there should be a clear reminder that Isobel getting knocked out will trigger bad consequences, because otherwise you might think that even if that happens you get a chance to prevent her kidnapping. I've never played a Larian game before so maybe I'm not used to the conventions of those games, but I don't think that that would be handholding the player or anything.
Sorry about the spoilers, I'll be more careful in the future.