I'm inclined to agree about the oddness of the learning curve. Weight limits didn't bother me too much, but I didn't do very much crafting at all on my Roche run (never got around to crafting any main armor, for instance -- kept the Blue Stripes jacket until Seltkirk, went to Zireal, then to Vicovaro , and crafted only three swords as well -- a jagged sword, a robust blue meteorite sword, and Caerme. Did have crafted the Elder Blood trousers, gauntlets and boots, though).
My major irritations were
- the occasional loss of control when throwing bombs, which is definitely a bug;
- the seeming inability to either mark the map manually, or have certain extremely important locations marked when found (like the entrance to the Vergen mines; I must have wiped out practically *all* the local monsters during my lengthy wanderings between Henselt's camp and Vergen) -- design issue. Likewise, marking areas as explored would be *extremely * useful for search-and-destroy / search-and-recover missions, and seems entirely consistent with what a real-world character would actually be doing. The map could be *far* more useful than it is.
- the general lack of "where can I find <business type>" chatter, notably craftsmen and to a lesser degree booksellers. There existence shouldn't be a state secret everybody is terrified to talk about, and "I'm new in town, where could I find a smith|alchemist|bookseller" seems not unreasonable.
Minor issues include
- the "four runes in a room, deactivate them in the right order" puzzles. If you're patient, you can actually ignore the clues and simply systematically work through the permutations; there are only 24 possible orderings of four runes, there is no time pressure at all, and the only penalty of failure appears to be taking a minor bit of fire damage (which, by Act 3, you probably have considerable resistance to). You can simply iterate; this is not particularly interesting but isn't /that/ long; is basically risk-free; and still nets you the interesting diagrams. I gather that you -can- get clues elsewhere, but you really don't need them if you'll tolerate a little tedium.
- the dice player quests are fairly silly (why a ranking order?); in particular, in Act 3 some of the dice players are rather close to monsters IIRC
- it is slightly odd that you can sell anything (well, anything sellable, i.e. non-quest-items) to any merchant in the game. Not that you get very much money for it at all... but what is a random fishmonger going to do with surplus Endrega jaws? Is it even legal for a barkeep to own a sword that sets people on fire and armor better than that of your average lordling? I wouldn't mind e.g. seeing a noble pay more for trophies to decorate his manor, or an alchemist be much more willing to buy (and to pay more for) random creature organs, or a smithy to pay more for weapons and armor, while these would completely reject objects of less interest to them.
- the ease and general necessity of looting random people's homes, heh; arguably, this should at least lower your reputation, even if everybody's too scared to actually directly complain to you about it. This would be mitigated considerably if sold loot or contracts were more valuable -- hell, you can probably earn money by arm-wrestling almost as fast as by finding and selling fantastic treasures or seeking and destroying every singe Nekker tunnel entrance. This seems incongruous.