While I appreciate the time it took to put together this huge list, I kind of disagree with its overall mission, since frankly for a lot of these I don't see the underlying systematic "logic" behind a lot of the suggestions and so it seems more like a curated list of personal wants than any general systematic "fix." Which I mean, ok, fine for a fan-made mod, but way too disruptive as official changes to the game without a good underlying logic, except in cases of what I would personally consider objectively-considered balancing failures.
Specific sections:
Afflictions - strongly strongly strongly strongly strongly disagree with making the with making the hard CCs stronger. The fact that PoE1 hard-CCs were also extremely good defense buffs was broken design imo, and harkens back to how obscenely good hard-CC (hold person and the like) was in AD&D/D&D/BG/BG2/IWD/IWD2. Hard CC is good enough on its own, the extra stuff is just to help differentiate them a bit. I also strongly (but not as strongly) disagree with making increasing attribute bonuses/maluses with higher tier inspirations - first in the general sense the increasing side buff/debuff is what differentiates the tiers and the increasing scaling is unnecessary extra cognitive load - second in the specific suggested tweaks because the increased scaling is so marginal that I don't understand why it's even worth doing for the extra cognitive load. Also I disagree (not strongly) with prone tweaks, first of all because they misunderstand how prone works and interacts with interrupt and second because prone is still fundamentally an interrupt mechanism, not a CC mechanism and I would strongly disagree conflating the two systematically. That being said, I agree that Immobilize is weak and frankly both Hobbled and Immobilized are weak due to how conditional they are, but miss-to-graze is way too good and scales way too well (way better than graze-to-hit or hit-to-crit). I think Hobbled and Immobilized might be better fit with a general/additional action speed penalty on top of their stride/immobility so that more characters actively feel the hurt (on top of the action speed loss from the dexterity loss).
Spell Shaping - disagree with changing the -5/+1 balance. It's so trivially easy to to adjust the spell size and use conditionally that you have to make the upside narrow. Even as it is now, on smaller encounters or boss fights spell shaping means all your shapable spells have an unconditional +1 PL. Frankly I'm a little uncomfortable that you even get the +1 balance - for foe-and-friend effects you already get a huge benefit in being able to squeeze the aoe smaller, the fact that you also get +1 PL (in exchange for avoiding hurting your own party members) is no trade-off at all.
Other General Stuff
3/4/5 - these effects don't need to be buffed. They are not traded off in with other passives, so it's more about "do you want to do more damage" rather than "which talent do you take to do more damage".
6 - by contrast, this is traded off (in that you either equip a flail or equip something else) and 10% arcing blows is objectively extremely weak compared to anything else that a weapon gets. I have to imagine this was some balancing oversight from back when grazes didn't exist or something. I would fully support a buff to 30% (which is more necessary than in PoE1 given that graze range is smaller in RTwP).
10 - I would frankly want all consumables to benefit from might/int/perception again. They already occupy a weird zone in relation to the inspirations because they odn't get the +5 might/intellect/perception benefit, but they would get the +2 PEN/crit-on-interrupt/+1 PL/graze-to-hit/hit-to-crit benefits. And it's an undue cognitive load to remember that might/int/perception do what they say they do except when it comes to consumables. I think Obsidian overcorrected with consumables.
11 - no no no no no no no on bonus spells. casters already have way more actions available to them than martial classes, and this exacerbates the caster action advantage. it also has poor interactions with self-empower and rounding. it also has surprising balancing effects (many spells are balanced in effect by virtue of effectively being limited in number of cast/encounter in most cases to 2, with an occasional +1 from empower).
Racials
- Moon godlike scaling was way too good in PoE1, I don't want a return to those days. I also don't like the idea of adding more exceptions to PL scaling by adding yet another place where things scale by a separate dimension. I would rather we fix PL scaling. same thing with suggestion for increased PEN per PL scaling for fire godlike.
I'm going to skip over to priest because that's where I have the most expertise:
1. why??
2/3/4 - why???? this to me seems like trying to bring back a broken artifact of PoE1, which was a +15 accuracy bonus to hazard effects. There's no systematic reason why these should have a +15 accuracy bonus. Any weakness should be addressed by fixing the fact that hazard effects in Deadfire lack all sorts of interactions with keywords and stats (though even despite this both warding seal and searing seal are very usable spells).
5 - -25 deflection is extremely powerful if you can land it. 4.5s seems decently in line.
6 - why? multiple tier 1 inspirations in one go across basically your entire party is very powerful. inspirations aren't just there for the buffs, but as a dispel, and also as an affliction shield.
priest of eothas - i don't actually dislike this change, but i think it goes against the philosophy of this class which was essentially to be more like the "vanilla" priest experience (like the druid animist).
Anyway, don't take this as me being overly critical or severe - this obviously took a lot of time and thought to put together and I don't want to discount that. If I could summarize my concern, it's that the game design should be well-considered and systematic. You'll note my bafflement in the priest section comes from un-systematic "exceptions" being made to the class, for reasons that I don't feel justify breaking the general game design. In fact, I think the main thing that should be done to fix the core game is to fix the areas where the basic system isn't systematic enough (missing keyword interactions, hazards not working right, places where PL scaling is not applied, where stats are not applied) or the basic system itself is unbalanced (PL scaling un-duly favoring certain types of abilities).