Chad Thundercock is nothing is not magnanimous, it is the OG characters best defining trait.
Anyhow, since I have yet to explore all of the game's content, my fully formed gripes so far are minor and gameplay related
1) You need both weapons to be considered light in order to dual-wield them and still at a pretty hefty penalty. I never liked it in D&D 5E either, and there you can at least mitigate somewhat with with feats and class features.
2) Outside of the Metal Wand, the only fully magical main weapons you get for now that aren't two-handed come from Kitsune, which can be pretty late in your campaign if you aren't specifically hunting for their content - and you have no way of knowing beforehand that weeb magic is apparently best magic. Even the Girthy Rod seems to be considered a staff for in-game purposes despite its name.
3) Crits seem to be a tad OP and so they make shields or painslut chocker almost mandatory. Powerful single enemies especially tend to have so much stats that if they crit you, you are toast.
4) Outside of the Cult Evangelist's bodyguards you can easily ignore the dedicated meatshield enemies and get to squishy damage dealers, as long as you manually control your full party. I sometimes start following the Threat meter with my attacks just so I don't have to feel too bad for the poor bastards. Even without it, getting some tanking powers that will make allies harder to hit would be neat, since the AI also doesn't adhere to the Threat levels 100% of the time.
1: I never use dual-wielding for normal weapons in this aside from early-on dual-knives for a ranged-focused Thief, largely because both there's very few weapons eligible for dual-wielding and because those that are don't feel very good to dual-wield.
2: The Metal Wand is, I believe, the best one-hand primary catalyst, which I'm personally dual-wielding with the Mage Wand for 15 in both Spellpower and Spellpenetration. The three primary one-handed catalysts Kitsune have provide no bonuses to those two stats, and though Divine Blossom's accuracy and crit bonus are good, I prefer the spell stat bonuses. The Kitsune one-handed magic stuff is more good for the off-handed ones, as they let you have 20 spellpower and 15 spellpenetration, which equals that of the Spiraled Staff. Though admittedly, in doing so (if your off-hand is the Blank Scroll), you won't have the crit bonus of the Spiraled Staff, in exchange for not having a ranged magical normal attack, which, while not mattering if you have an at-will blast, would matter if your at-will is something like Heal or Mirror Stance.
3: Crits are ludicrously strong, though I've never used shields or the choker. I don't really remember enemies critting against me. Pretty much any crit that's happened, I've been the cause of it
. If you do get crit, then yeah, that sucks, but they generally aren't an issue.
4: Yeah, threat on the enemy's team is generally completely pointless, but if you're a summoner (like the mage character I have), it does impact your summons' targeting priority. But also, it's annoying how threat seems to sometimes do nothing, like that fight where my character had done literally nothing that generates threat (summoning and then Grease), while I had Atugia in her Guarded Stance and with the encounter power used and her heal used, and Etheryn using Entropic Winds and two arrow attacks, so they both had Red threat at points in the encounter, and the enemies just focused their attacks on my squishy Black Mage who was at no threat whatsoever and bursted her health down.