"I've played a lot of no-heal, permanent-death, weapon-degradation, reset-levels, etc. games in my life. It's not like this is a gameplay style that is new or untouched to me."
I also dislike permadeath, no-save roguelikes. The suggestion was not exactly to have a no-heal, no-save rogue-like challenge.
I enjoy the oldschool rpg experience where you save after every battle, come up with tactics to ensure your party takes as little damage as possible, carefully manage your limited spells and resources and fight your way out. I enjoy reloading and trying out different strategies to solve a difficult battle without sacrificing too much hp. Managing the health of your party across a dungeon run with limited heal spells and potions is a fun aspect that is missing in pillars.
I guess this has been discussed before. Being able to go back to your stronghold and rest whenever your health is low takes away all the challenge. I can micromanage and optimize strategy for a challenging battle, but why bother when I can just throw all my spells at them, soak up all the damage and then stroll back home for a snooze if i'm out of camp supplies. There is no incentive to perform well in battle, and no sense that I am ever in danger.
Instead of full-heal camp supplies, I would prefer limited healing spells, potions and food (for health, not endurance), and some dungeons that do not allow you to return to base as and when you like, or a difficulty setting that enables this.
This. I like to manage whole dungeons without resting at all too. With your limited pool of potions and healing spells. But with this resting system, where a nap heals everything, i'm just frustrated. And the new thing about injuries doesn't look any better to me. I still don't know why they feel the need to revamp the good old health system. Just because it's old does not mean it's bad. Wasteland 2 allows this kind of gameplay, and i like it a lot. Looks like i pretty much play the same way as you. And i loved priests in IE games, with their self buffs and healing spells pools.
Aside from this, looks like they're working on the encounter designs. Though it's pretty hard to do throughout a whole game. I was ok with Pillars 1 in this regard.