Hey, I'm a relatively recent fan of your games, and I just finished a post about how much I'm LOVING Avernum: Escape From The Pit. However, I do have one small issue with the game that I would love to see rectified in your future products: the stat system is a bit too restricting.
It's a strange paradox of games that the more control the player has over their characters' stat gains, the less freedom they actually have. When you can assign every point yourself, the stat system has to be done quite carefully to make sure that this doesn't simply give the player 101 different ways to make a horrible character.
The strategy guides for your games really illustrate this. Because of how the battle formulas work, having a secondary weapon is pretty much always impractical, as it means you'll have two attacks that do half damage rather than one attack that does full damage. In short, the increased versatility in no way comes close to offsetting the loss of overall damage.
One solution to this I can see is to reduce the overall impact that your stat score has on your characteristics, particularly damage output.
For example, maybe magic damage could mainly scale with the character's raw level, and somebody with a maxed intelligence stat would do only twice as much damage as somebody with a base intelligence stat using the same spell.
Of course, perks, abilities, and access to superior spells would likely set them further apart, but a "red mage" build would have wider versatility, and the reduced impact of stats could make this a reasonable trade-off.
I personally think that this change would make your next project a vast improvement over your previous work, and considering how amazing your previous work has been, that would really be something.
I suggest this mainly because It makes me sad to see the rigid "don't make these builds or you will lose" sentiment in games with such huge and expansive character build options.
Thanks for your time, and best of luck on your next projects, whatever they may be!