I"n Pillars of Eternity, the designation of a character as a "rogue" signifies their vicious, brutal style of fighting, not a propensity for theft or deception. "
This statement has me wondering, will PoE feature non-combat oriented thief skills like lock-picking and picking pockets? (I suppose lock-picking might be covered by the mechanical specialization). Picking pockets / Breaking into random houses is always a nice way to scrounge up some extra gold in BG and I'd be a bit disappointed if those sorts of things weren't implemented in PoE (although if they are, they need to be done right... i.e., NPCs need to react appropriately if they catch someone attempting to rob them). The details in this update all sound good to me (a nice mix of active / passive skills), although I do somewhat agree with those that would like more flexibility in the classes... For ex: perhaps rangers could choose whether to focus on a melee or ranged combat style similar to how they do in NWN2 (D&D 3.5?).
But my main concern is how combat focused this whole update has been... I'm wondering if the different classes will have skills useful outside of combat... Will the casters have spells that have non-combat applications? (ex: charm spells that increase your persuasiveness / likeability). Don't get me wrong, combat is very important and I hope for it to be challenging and interesting, but I'm hoping PoE is taking more inspiration from BG and PS: T than IWD... In PS:T, if your character is intelligent / charismatic enough, you can choose to avoid many of the combat situations... I realize some people would find that approach boring, but to me that would give the game a lot more replay value. Perhaps there isn't much difference between the classes in this regard but stats still come into play.
All I'm trying to say is that if this game is going to be non-stop combat interrupted only by purchasing equipment and (one-sided) dialogue that basically just tells me where to go / who to kill next, I'm going to be very disappointed.