Some of my MUST HAVE suggestions for 1.2 or earlier depending on how you see it:
first off: THERE IS A GIGANTIC BEAUTIFULLY MADE CITY OF MARTYRGAS RIGHT IN EVERYONES FACES. But the fact that theres a dungeon there overshadows it all. You go into the city, do ur class quest/5k gold spell quest, then u dont do anything with the town. Do SOMETHING interactive with the town, as i have written below when u get there.
1. Change the generic "shadow wolf" for ranger back to boar or something if possible, boar just fits the game much better, shadow wolf is wc3 generic and seems like it doesnt fit the game one bit

. (coming from the favorite class hunter guy)
2. Berzerker spells wise. Add another bleed Damage over time? Past experience wise, at least 2 DoTs serve great on zerkers balancing out their burst damage with some sustain.
I do like the attackspeed buffs though on berserkers rage etc.
3. Necromancer spells wise. Add a disease DoT to also balance out the burst with some sort of sustain? Necromancers are basically warlocks, and should DEFININTLY at least have one Damage over time.
4. Thief class wise. For d4 on thieves, can one of the new blades give some sort of poison that has some sort of effects and Damage over time? A big problem i have with thieves and other characters a like, they have many situational abilities with pretty damn long cooldowns. Poisons make "rogues/thieves/assassins" etc in every game, and shouldnt change here.

1 poison deals damage over time, another one reduces attack speed of the target, another one improves critical rate the rogue has against a target its applied on? something along the lines of that.
5. Gameplay wise. Do you think you could have the people more interacted with the NPC'S, towns, and storyline of the game? Theres a few quests here and there to do random things or get your spells and whatever, thats all fine, but how about something that has to do with the city and wars going on. Maybe on the next dungeon, when you walk up to mobs, you find NPC guards fighting the mobs already. Then after you defeat the mobs you move on and maybe again you will find some guards stranded fighting.
In martygas, or however you spell it

, theres always many many catapults, soldiers, archers, etc looking like they are ready to fight or something may happen, but nothing does!. How about some sort of war main staged war towards the end of the map? Maybe also add like ongoing bandits attacking the town.
In the past few versions, you sort of forget the bandits that you first non stop fight in the first version of the game and dungeon 1 etc, and now u fight sea creatures in dungeon 2 and zombies/ghosts/apparitions/dark beings in dungeon 3. How about bring back the bandits in the next town or forts, whatever you plan on making. Have like guards standing in each entrance fending off bandits and there be quests that have you help them out or kill multiple camps of bandits outside the perimiters of the town or take down the bandit leaders on the side away from dungeon 4.
AKA DAILY OR REPEATABLE QUESTS WOULD BE NICE.
****Whatever it may be, try to get the players involved with what is going on in the towns and interact more with the detailed storyline, taking a break from endless dungeon run throughs and just focused on gear.
Thanks

phew (sweating)