Not only that, but the initiative stat is pretty neutered (the crit chance is still decent, but there's no point in stacking it for having your team go first due to the re-balance of you-enemy-you-enemy-extra enemies), so it's basically only 'primary stat > Con > memory/wits.
Even CON isn't really useful aside from shield requirements. It's more like main stat > non main stat requirements for gear that might have bonuses good enough to warrant wearing > WIT <> MEM (depending on build since most can go with the default, or at worst pick up Mneumonic).
But if nothing else, non-summoner magic needs a warfare equivalent, and/or some other way of closing the gap, especially given the longer cooldowns on most spells.
Currently playing a group of four elemental, non Summoning casters. I knew it would be quite a bit different than the all physical team of my last playthrough, but my god. It's not simply slightly worse, it's
fucking awful. Of course, I'm only level six right now, and I know how "adequate" Pyromancy can get halfway through Act 2 and then later on with a high crit chance, but for now the struggle is real. This is just on Classic. I cannot fathom anyone doing this on Tactician.
There needs to be a better way to craft a staff of a certain element aside from save scumming. Unless I'm missing something it doesn't seem to give a shit about what shell you use, the same one can give any elemental property.
I just don't understand why the crafting system in this game is so anemic compared to the robust system in EE. Even the most basic shit like crafting wands or staves of an element you want isn't in, and there doesn't seem to be any legitimate reason behind it other than them not giving the system priority and intending to add stuff later. Boots, Gloves, Helms, Belts? Nope, and all you get for armor is...armor with 0 modifiers.