I think my main issue with this this game is the forced non-linearity when it is a clearly a linear game. This is a game where things become easier the higher level your characters become, so the main strategy is to go from easiest to hardest area.
You can do some areas in different orders, but it is much easier if you know which order which to progress in. This requires advanced knowledge of the game, especially when hints are needed to defeat puzzles and that defeats the purpose of non-linear order.
Also, since you can do many areas without finishing earlier ones, it is very easy to miss something vitally important in an earlier area which is needed later in the game. This has been my case in a few play throughs and I'm guessing many other people. This is what I meant in my earlier post about navel gazing in that the developers listen to hard core players and don't understand what most people play the game for.
The main disadvantage of this from a playing standpoint is that if you get stuck, you have no idea where you messed up. You then have to scan through all the levels you did, then backtrack and look for something you missed in the whole game you've progressed through so far. Ridiculous.
The game design is perfect for linear dungeon crawl and I wish the developers would deal with that. They should make a perfect game within the limitations.
Within the game, I think they made a very interesting balance of classes, skills, etc., mostly because of, my guess, feedback of experts and after playing it more, it is definitely an improvement over the first. Although a lot more difficult than the first. This could be since I've been an expert of Grimlock 1 and am used to knowing where everything is and how, where, and when to fight everything.