I think it is great that armors do not have an initiative penalty now, but it should be more difficult to carry those armors for non-warriors and non-defenders. The base carrying capacity should be reduced from 30 to 20.
The reduced power of the dodge traits is very good, but the chance of getting those traits should be increased, because currently an assassin plays more like a warrior.
The assassin needs special abilities like poison strike (next melee or ranged attack inflicts (level / 2) poison damage per turn).
Critical hits inflict TOO MUCH damage. The base critical chance should be 5 % and a critical hit should inflict 100 % bonus damage.
The path of the assassin should increase only the critical chance by 1 % / level
Vital strike should increase only the critical chance by 2 % / 3 % / 5 %
More monsters should be immune to counterattacks.
Two handed weapons are too weak, because you can not use a shield and get an initiative penalty.
The new evoker traits are great, but it would be better if the warlock profession, the evoker traits and the path of the mage trait only add free shards to increase the power of the spells. Warlock + 1 free shard, evoker + 1 free shard per tier and path of the mage + 1 free shard.
The power of healing and buff spells should be increased with a new trait. The new trait should add 1 free shard to healing and buff spells and should be avaible to all paths.
The bandit lord profession, wealthy trait, tactician trait and adventurer profession are too weak.
The brilliant trait is too strong and the impulsive trait should be removed from the sovereign creation.
Razing a city is TOO EASY. It should take 20 turns to raze a city.