I think the issue that I was raising (fuzzy, blurry graphics) is different from the issue of the lower angle.
You address the first issue nicely in your previous post with the IWD comparison.
The lower angle obviously impacts visibility, but I don't think it's a showstopper. Then again, I haven't played the beta, so I can't be too sure here (but since it can't change anymore, no need to keep mentioning it forever)
The issue of legibility of characters is largely based on Obsidian using realistic colors and graphics for the characters/ monsters on screen. Sensuki brought up a good point about the 'dark outlines' on the pixel graphics in the post he made, but that wasn't done for legibility like he thinks, but rather because any time one draws an object in 2d, one shades the edges to make the shape look more 3 dimensional at a glance when zoomed out. The legibility is an extra benefit, but I guarantee, not the purpose of such art .
The problem then, in a 2d game with 3d assets like PoE, is that the 3d forms are caught in a middle ground at the moment between the 2 styles. I don't now if this situation is better solved by fixing the lighting or the artwork, but right now, their is a blurring happening because there is not overt intent in creating a solid distinction between the 2.
They could write a shader to enhance edges of the 3d character models? This can be done (naively) with some function of dot product of mesh normal vs view vector (since everything is 3d I assume). I'd be surprised if unity did not have such a shader available as standard. It would have to be tweaked, but that might do the trick.