A lot to catchup on but is everyone giving this a thumbs up?
I am. Plays well, the tools are there to fix gear issues but you need to use all of them to get decent items rather than just relying on finding that rare that works for your build, which can always happen of course but generally you will find maybe a magic item with good stats that you can regal / exalt to make it a rare, give it a socket or two and put some resist runes into it and you can have good enough gear to make decent progress.
I also wonder if a lot of people are going for pure damage in their skill tree. I know I did to begin with and the lack of regen really hurt my survivability but after a small respec to pick up a few more defensive nodes and health regen and it made a huge difference.
It is a different experience to PoE and a lot of other ARPGs where getting involved in the systems only really matters as you progress in the end game, here, especially the 1st run in a new economy, the game is somewhat forcing you to engage with those systems so you can learn them as you go and it will prepare you better for late game. Maybe there should be more tutorials or hand holding involved to show players that is the expectation because if you just blast to the next area and rush to the end of act boss you will have a bad experience.
Playing it like you would play PoE or Last Epoch will probably lead to an underpowered character. Playing it like every upgrade matters and you need to be making small improvements along the way using the merchants, crafting, drops, runes, item gambler and so on do really help. If you have a nice pair of magic gloves and a regal drops, use it to make a rare, maybe the next affix will give you a power or survivability boost that helps. Get a bunch of white socketed items you can't use, salvage them for the socket making orb and use it to add a socket to an item you are using. I crafted a pretty good 2H Mace because I found a magic item with decent affixes on a decent base, used a regal to make it rare, gave it a socket and put in a damage rune and when I get some more exalts I will upgrade it a few more times unless I get lucky and a better one drops.
We are also missing a lot of weapon base types like Flail, Axe, Sword, Claws, Daggers, Spears and therefor a lot of skills so some of the issues people are having will probably get reduced when these come. I suspect the meta for Warrior as an example will be that Mace is great for bossing as the stuns and high damage works really well in 1v1 situations where as for standard packs I can see Cleave or other more instant AOE skills really being useful and then the weapon swapping feature will truly come into its own.
Some of the decisions around mobs respawning if you die feels fine to me. Bosses all have a checkpoint next to them so if you die on a boss you can just retry it without fighting to it and if you die to a pack then the creatures respawning gives you chance to find a bit more gear or currency or get more exp for a level up. I don't think this is really an issue tbh. The skill tree seems fine to me, some people are having issues with it but I think it just needs learning and tbh the PoE 1 player bases reliance on build guides means most players don't actually know what they are doing with the tree at all and now they don't have the training wheels and they have to think for themselves they are struggling. That will get fixed once some of the metas are discovered and guides get made. I think crafting is fine and I suspect new mechanics and ways of crafting will get added over time (either in EA or just through the life of the game). Right now you have semi targeted crafting through essences, you have rng crafting through orbs, you have ways to fix missing stats in gear with runes. So for example if a great chest piece drops but it is missing a resist you need then you can give it 2 sockets and put in some runes to buff that resistance. I think it is a pretty good way to make it so missing certain affixes does not instantly make an item trash as there are ways to get important stats outside of the main affixes.
Not that there is nothing to tune of course. The player power progression through gear, levels and skills probably needs a bit of a buff in one or all areas to get the right balance between challenge and reward but giving always goes down better than taking and that balance will come with time. Fundamentally though I think all the core systems are good and fun to engage with and the combination of fine tuning and adding in all the missing bits will probably allievate like 80% of player issues.
The other thing to remember is that players are at the worst level of skill in PoE2 they will ever be at and the game is in the worst state it will ever be in balance wise. The bumps will be grinded away.