I'm not sure this review will be useful; I've only played a bit of the first and this one, and you already have yet another game out in the series.
At the beginning of both games, the hit rate was rubbish. It didn't make me feel like I achieved more to overcome that, it made me feel frustrated. There is nothing wrong with starting out at somewhere in the high 80% range for all weaponry; lack of training in a weapon will rapidly result in that weapon missing.
Having the tactics upgrade in this game was amazing, as well as having secondary weapon effects. Kudos to you on that.
Movement speed in dungeons was far too slow, especially where backtracking was necessary. You could have a speed adjustment button or skill that could solve this. Item collection was also slow both after battles and from chests; a "loot all" option is standard and useful, as well as auto-looting if you have empty space from enemies.
Gear bonuses were really boring, and the one-on-one dice based hacking and slashing needs that innovative boost that the tactics system got. I noticed mind flayers had high resilience to magic this time around. A lot more variance in enemies and how they fight is needed to spice up gameplay. Also, introducing more mini-plot lines with actual plot would be nice. The tailoring and blacksmith quests and the like were nice, but would be much nicer if you had interaction with a mage or smith like in game one.
That being said, the amount of dialogue between characters needs work. You aren't a script-writer, and I really think getting some feedback or assistance in dialogue could make the game smoother and feel not as off-kilter at times.
Another thing to note would be the odd choice of statuses. A status that chips away at the maximum health seems virtually useless. Having a mana dropping status is also odd, since enemies really don't have that many useful spells (only the same set you have, really). Lots of roguelikes have really interesting statuses you could incorporate.
For magic, I wish the damaging and healing spells had a dice visibly associated with them like weapons did, so you didn't have to guess.
Better graphics could also give the game a big boost. The icons don't really fit the game in my opinion, and the background scrolling when you move from menu item to menu item is an unnecessary delay.
The wiki doesn't exist!
This review was kind of just a stream of consciousness, but hopefully I touched on a few useful points to improve upon. It's a polished game, but with its huge size comes some misses on detail and design.