Dear Josh,
You were responsible for Icewind Dale II, so I will always
you.
However,
1. You make single player games. Stop obsessing over balance. It's a nebulous goal that does nothing to improve gameplay in a single player title.
2. Separation of base attributes into physical and mental/spiritual isn't evil. It works really well. Hybridisation and synergies develop naturally enough from deratives (skills), not bases (attributes). Attempting to hydridise base attributes (and
balance them, naturally) leads to conceptual idiocy like Might affecting spell power, or Barbarians needing high Intelligence to fuel Area-of-Effect abilities. Stop it.
3. Re-inventing the wheel, with worse spelling, does not great lore make. If you cannot be truly original, then just steal from the best and save a lot of labour (and eye-strain).
5. If your story revolves around a major conceptual conundrum, get the fundamental question correct. No point harping on about "what if the gods don't really exist?" when the crux is "how does it matter if the gods are created, rather than creators?"
4. If your story revolves around a major conceptual conundrum, integrate it properly into the plot, rather than being an occasional visitor.
EDIT: Not your idea apparently:
5. Short text adventures are neat. But they are a wholly inadequate form for a game of naval combat. FFS.
6. Pre-buffing isn't a metagaming sin. If we're travelling in tombs infested with undead, an anti-fear buff makes sense. If in a fire cave, facing fire creatures, a shield against fire damage is logical. This isn't breaking holy writ; it's common sense adventuring. Taking that away makes the game world seem more stupid. Can you afford that?
7. If your priestess must speak with such an accent, make them a priestess of NASCAR. It would make more sense. (And be more fun.)
Yeah, remember fun?