So, I was running the Grotto with a new TR - I have not done that in a long time. I was rezzing a rarely played capped Wizard and TR'd him to a 2nd life. I did have Tool Tips turned OFF - so if some of these are in there, great.
A couple of thoughts, in thinking about a new player to the game trying to play a caster, and how they might view some of the following:
1) Nothing says in game dialogue to rest or prepare spells when speaking to Jeets.
2) When you talk to Cellimas, you fight a Sahugin, pull a lever, head to another room with your new companions. In the new room, you fight 6 or so Sahugin. With no spells for the caster.
3) Somehow, despite the might of my companions, I had all the aggro.
4) When you next go to the shrine, there was nothing to indicate you can prep spells, that you should prep spells or how to do it.
5) Even if you prepare spells, you have no spell components.
6) Nothing says to put spells into a hotbar for casting.
7) Nothing says you should activate metamagics - if you took any.
8) In the next battle (with High Priestess Sahugin), the caster again gets all aggro.
9) The reward at the end of an eternal wand is, well, underwhelming, especially if you don't have spells or spells effected by the wands. You then get to pick a weapon as though you are melee. Again - maybe practical,, but less than inspriing if you wanted to roll the iconic D&D Wizard.
Overall, I think, as a Caster, if I were new, it would be less than clear and perhaps a little frustrating. It certainly woul dbe disappointing to be a "caster" and not be able to cast but have swing a quarterstaff for your intro quest to the game.
Just hoping the new Sharn area, if it has a new starter area, will be more intuitive and have some better explanations.
P.S. I am sure some of these have been raised in the past, just reminding devs that these are hopefully things to work on.