When starting an artificer perhaps a suggestion that conjure bolt is a *really* good idea to take. I knew this going in but I was *still* unprepared for the massive amount of bolts used. A new player would ditch a crossbow in a heartbeat if they didn't take that spell. It's such a big deal that if you expect someone new to the game to use a crossbow I'd almost say make conjure bolts an automatically picked spell at lvl 1.
Rune arm at low levels is nice for the weapon buff - but otherwise seems... meh.
I know the PRE isn't in yet - but you alluded to a '1 handed path for bastard swords/dwarven axes' - this implies that you would expect someone to invest in the THF feat line to get the glancing blow damage - I think these feats should be in the 'bonus' feat list if this is the case.
Pets -
Now is where I have real complaints - why on earth did you use the old 'Frenzy' AI on the pet? Seriously I have to watch my pet run after boxes through traps and mobs because he saw a crate at max visible distance? I see him running into a gate (behind witch are barrels) that I can't open (this is in redemption FYI - there is a gate before the traps that you can't open - has barrels I assume for flavor - and the pet just runs at them).
Pets seem to get bugged out if you command them to use an ability and they fail. Trip Fido - fail - now the dog will stand next to you and do nothing even when you are attacked. Press Trip again and they will attack *that* target - then do nothing. It seems that once he can complete the action and *trip* something he comes back to life.
On that note.... GIVE US A PET ATTACK COMMAND. I should be able to tell my pet *which* npc to attack - it should not be random if I'm willing to micro manage my pet. If I tell it to attack a specific MOB - then it should stick to that mob until it's dead before running around.
When on 'guard mode' and not being micro'd I should expect my pet to stay next to me unless I am attacked by something within ... lets say the same area affect as the Favored Soul 'aura' ability. I shouldn't expect the pet to run after an archer on the other side of the Misery's Peak canyon while 5 guys jump me. I would also expect my pet to stay by my side when I'm not under attack even if it sees a crate or box!
This would avoid the 'run through a trap and die' effect - especially when it sees a crate/box on the other side of a trap you don't even have a spot notice for yet.
There should be some tooltips on how to rename your pet. Big tooltips - like maybe even print up the pet window the first time you summon Fido to show you the pet stat screen and how to rename/equip them. #1 FAQ last night.... How do I rename my pet. Last night it was fine - for a new player it's just something they may not even realize they can do when they first start the game.
Pet 'intimidate' action button also seems totally bugged - I didn't see it cause my pet to do anything once - but it could be that it was trying and it just never worked. The intim 'head graphic' would appear but never when I pressed the action button - and it seemed random when the dog would decide to intim.