I totally agree that the sprites are too big. Frankly, I'm astonished that a problem like this can exist in a game of this kind. It beggars belief that directing characters in a battle can be difficult because the sprites are too big.
I also agree on the haste thing. It is a built-in problem in the D&D world that casting a combination of haste on your own group and slow on your enemies is too effective.
Hey, what about the "slow mode activating at random" thing? Does that bother you? That's another thing that frankly astonishes me -- I think it's nice that there's a slow movement mode in the game (although I never use it myself), but it's basically inexcusable that it tends to activate almost at will in battles simply because you occasionally press pause. I mean, there's no justification for that.
Despite all that, I also enjoy the game a great deal. I think there's a lot of wonderful stuff in it, and I wouldn't want to be drawn to discussing which one's better, P:K or Deadfire. I mean, they're both really good if you're into games like this.
As for the cheating that I mentioned, what I mean is something like this. I'm sure you remember the nymph encounter that you have to do alone -- right? I believe the location is called Verdant Chambers, or something pretty close to that, anyway. Well, once you enter the courtyard and sort of trigger the encounter, several things happen that are just blatant cheating and a definite no-no in my book. Traps appear in places that you walked over fifteen seconds ago, traps that definitely weren't there and you absolutely couldn't spot. A monster also appears outside the courtyard, just like that. You could argue that somebody teleports the monster there, but even that is a stretch, and there's just no justification for the sudden appearance of the traps. That's cheating.
This is not the only example. There are spots where you walk in consecutive spaces or rooms, let's call them ABCD (so you start in a corridor or a sequence of rooms from spot A and travel into D; they're all connected to each other). When you travel from A to B, B is empty, but once you get to C, monsters appear in B, and there are also monsters in D, so you're attacked from both sides at once. And in most instances like these, there can be no outside agency that teleports the monsters there.
I think this is a blemish on the game. I like challenges, even tough ones, but I also think that the game should play fair. Traps and monsters shouldn't appear out of nowhere in places you just checked and confirmed were safe.