Hi mate,
just a few points.
You can actually disable what goes automatically in the hotbar in the options menu. I think it should default to just spells and torches. I agree, it's a mess without changing it. t should probably be extended by default too, as the short version fills too quickly.
That equip thing bugs me too. It works like that for potions and food too. Seems strange that I can use someone else's potion in their inventory. I think it might be related to how they've set up multiplayer. I've accidently equipped the wrong thing on a character a few times this way.
You can actually sort the inventory by size latest weight and type, plus you have the option to right click on an object to send it directly to camp. People tend to hate harsh limitations on inventory in games as a rule and, as it's bound by strength, likely you will only have one party member with a decent strength at a time. I tend to do this with books, herbs and anything I'm not going to use or sell. Really cuts thing down.
The skills and spells work pretty much as 5e intends, so likely they won't change. Insight is used a few times in conversations and cut scenes and investigation finds some traps/hidden items. It's still based on a roll though and your character might have failed these. At lower levels the proficiency bonus is only 2, so a cleric with 18 wisdom will actually be better than a fighter with 10 wisdom and proficiency in animal handling or perception or one of the other wisdom based skills.
Magic missile does get a lot of use, especially when you get a certain amulet later on, but spells like grease, sleep, shatterwave and thunderwave can be very useful situationally too. I definitely agree that wizards should only be able to learn wizard spells, but healing word is the only non wizard spell I would actually lose a wizard spellslot for.
I completely agree about the camera. It bugs me that I can actually target something at range but I can't see it even with the camera zoomed out. Zooming the camera all the way in actually gives you an over the shoulder view which can be helpful, but you can't tilt this so any verticality and the enemy remains unseen. At least you can now target with spells and weapons by clicking on a portrait, which is a lot better than it was.
Definitely agree about movement, although I'd really like a toggle where you can switch the system from the way it is to basically the way you're describing on the fly. Sometimes it's cool just controlling your character while the other party members follow you as if they're independent entities, sometimes you want total control of their movements. They do seem a lot better at avoiding traps and difficult terrain than they used to be. Cases like that it might be easier to let the ai guide their pathing.
Mate that’s life changing info re the hotbar - not sure how I’ve missed that in the options? But stuff just got lost in that mess.
Re inventory - yes you can sort but it’s not always intuitive, some items aren’t always in the category you expect...
Re spells, if those are the 5e rules then so be it, my concern is more that the balance issues in combat led me to always use the 100% guaranteed hit at the expense of more variety.
In terms of the skills, I recall a couple of insight conversation options but my impression was they were very much few and far between when compared to persuasion or deception. Investigation I only remember one check, possibly in the basement when you see the scratches in front of the bookcase. My impression was hey next time I’d just make sure you have someone good at perception and persuasion in the party and you can completely ignore certain other skills.
It all points to something like a lack of tactical/roleplaying variety. To be fair, we only have a small slice of the world so far but once I found my feet with the mechanics I tended to fall back on tried and tested approaches both in and out of combat.