I am not a forum kind person but since I am playing the game and the game is in developing stages yet I am here to try to help with my opinion (hope that will be useful in some way)
the company are trying to get a very large base of players mixing things like MMO and ARPG types… so you will have a lot of problems to balance the game trying to make everyone happy… as company do you know that is impossible but there is ways you can try to manage this… I know that you need to do a lot more to implement something that I will say here but I will say anyway in case can give you ideias on how to manage this problems
1- I dont know why the games dont have difficulty levels anymore but for casual, avarage and hardcore players is a total diferent experience the game… so why not put in the home screen something like the hours the player can play and the experience they have with this kind of the game so you can balance the game chosing the easy, medium or hard mode in an implicit way or let the player chose in the explicit way… doing this you can make for example a boss fight with less mechanics for casual players and a very intense boss fight with more mechanics for a hardcore player… doing something like this you can solve a lot of game experience problems that will raise here in the forums…(for what I understand as a game developer too, in the end the game experience of the player is the most important part because is the part that will make him keep playing and say good things for friends or that will make him give up the game and say bad things to friends)
2-trade system is time consuming for the company I know, but Guild Wars 2 has a very good traying system, and making something like that will highly improve the quality of the game and get more attention for other players
3-item filter system is something really needed for ARPG games I particularly have difficult to find necro damage itens during the leveling, saw a lot of fire and ice itens, dont know if there is a problem with the drop rate, but a good way to show to the player that you take his game experience serious is not rely in third part made things that is needed for the game… so maybe you can make a simple loot filter that has options where the player check I want itens with fire, armour and speed for example, so the game highlith the item to make easer to find… crafting and make something for the autoloot that is working for potions and gold you can have a place where the player can choose the crafting itens bases or types that will be auto looted with the gold. this make the experience of playing more smooth so the player can enjoy the real important stuff that is exploring, killing enemies and playing the game…
3-the passives of the game are much better clarified and simple to the new players understand, you dont need a college degree to build a character, BUT, in some cases the player can feel stuck with lacking of options, if you player as an acolyte you can basicaly do physical damage, bleed damage and necro damage, why I cant use elemental damage for example? a good thing in POE is that I can use any kind of damage/skill some classes will be better but this is normal… but at least I have the option to choose to use elemental damage with other class instead of using only mage. giving freedom to player test and do some unexpected builds can highly increase the happiness of the player with the game
4-as my college professor teach to me a good game is irrelevant if you dont know how to tell the history… I feel very lost in the game history and all kinds of eras that we have… read dialogs popups is very boring and I get lost changing from one time to another so easily and so fast… dont get me wrong is very good have all this content to explore but I pass the acts of the game and dont know how I did it… if I can suggest, make some others cutscenes explaining the game history and the important facts… short cutscenes with 1 min or less… this works to the player learn the game history and know when he finished something important and need to start a new big quest or something like this ( I worked in the video industry over 5 year, a good video can make a huge difference, believe I already saw, and already did that with many companies) if you make for example a cutscene when the player change the time line explaining how he gets there and way will make much more easer to player understand and dont feel lost in the game time line…
5-for the last (until now hehehe) the path finding system needs improvement, if we put our mouse outside a non-path area the player stop to move, since you have very narrow paths I die some times because a lot of enemies was following me my mouse was over a non-path area (was close but the path was narrow) the character stopped to move… I think if you change to direction type instead of click in the path area will be better, because if I click outside a path area the character dont move… and when we are being followed by enemies is not a good thing the character die only because I clicked in a non-path area…