So as I continued to play through the early game, a few more irksome things I have experienced:
1. Stat rolls are virtually unusuable for the early game. Often a defiance roll at a high level is not so bad, but at lower levels this usually exceeds your total SP you can even have. I think there should be considerations for the player's level to scale this more appropriately. This is a problem because it discourages you from training classes until much later when you actually have the stat totals to have a reasonable chance at passing with stat and defiance. Not to mention this is also a problem in addition to class quests where often times you fight enemies WAY higher than your own level.
Also in addition, a lot of class quests still use the old stat system, which does not allow for defiance, and even the regular stat system gets rather annoying when you tie the roll, which actually should let you pass. Like what I suggested below with fleeing, I think there should be an additional option to perhaps, play a minigame or paying gold to bypass when your defiance AND stat roll STILL fails you, like with Assassin where the stat rolls are particularly difficult and monotonous.
2. Fleeing is also an impossibility at the lower levels. The 150 flee cost is trivial for high level players, but for new characters, this is virtually your entire SP pool. Perhaps there should be other ways of fleeing? I recently played through Paper Mario again and I found some ingenious mechanics in that game which I think could be applied to AQ:
1. A minigame that you play that conditionally lets you flee.
2. When you flee, you lose gold.
So perhaps to discourage fleeing too much, that AQ would implement one of these things.