A few more of my thoughts (Last time I promise. This comes from a place of love, also in one fat illegible paragraph to avoid spamming and taking up space):
(I've also only played dark difficulty, and that's likely a factor in some of these)
* The warrior perk 'Iron Will' means warrior players have a pressure to build toughness or have a mostly redundant perk. I feel changing this perk to scale on strength guarantees that all warrior builds (even ones that opt for presence instead of toughness) will benefit.
* Charmer to me is a weird class (sorry!), and I feel it would be more thematic as a Bard (to fit with the other more traditional class titles). I understand the choice but I personally was wanting to play more as a combat oriented D&D-esque bard/skald, especially after having seen the lightning/weapon buffing skills available. Unfortunately I feel they are a little eclipsed by the tease archetype. I'd almost want a set of skills based off of leadership rather than sexiness to truly draw a line between the archetypes, but I can sort of see sexiness being an analogue for charisma.
* The emphasis on choosing 3 stats to fully max rather than having a bit more of a spread is a little restrictive in my mind. I'd personally prefer to have a more granular stat allocation (given that there's a +1 to all stats per level up the stat points could be pulled from there potentially?).
* Threat is an awesome mechanic, but the fact that your player character getting killed equals a loss means that it's not necessarily ideal to be high threat or even tank in tough fights. Considering you can have 2 companions die off while you're still doing damage, keeping a low threat seems to technically be optimum. I think it would be interesting to allow the fight to continue if you get knocked out but still have companions, as it's not farfetched to assume they would patch you up upon victory. This would also mean Cait's revive would have to be actively used for instance, not triggering automatically on your defeat.
* Stances are very varied in power, but a few stand out as being almost too good to not use. The fact that they apply immediately without the use of an action means that not only are you getting a free turn in some respects, but you're also getting that free turn every turn of the battle that the stance remains active. I'm partly parroting another post I read on here, but I feel they should be a seperate thing entirely.
Apologies for the whining, it's purely down to liking the game and having spent a fair bit of time messing with it.