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Act 3 can be rather short, if you skip all side-quests. Act 4 is the shortest.
A good rule of thumb for the Endless Paths of Od Nua is: dungeon level >= party level, so at party level 10 you should be able to go down to at least level 10 of the dungeon. For the bottom, and considering that combat causes you trouble, better be level 12 or higher. Many players go deep into the depths of the dungeon very early before they realize that they don't have to do that so early, and eventually they realize that it's just a large optional side-quest dungeon they can return to later.
On the other hand, level 10 is sufficient to complete the game - depending on difficulty mode and on what your party can do combat-wise. On the easier modes, game can be completed on levels lower than 10 even.
You could have started with the first area of the White March 1 around level 6-8, since you hear about it around level 4-5, but going there at level 4-5 would be very difficult for anything other than the easist difficulty mode. As an option, you would have travelled forth and back between expansion areas and base game. That would have gained you multiple levels before arriving at Twin Elms. In the expansion areas you can also meet more potential allies for your stronghold defense quest.
Now the only things I have left to do other than the endgame are the White March so I'm doing that.
God Appeasement isn't 'quite' at the end-game stage yet so you can carry on without fear for the time being. I do believe the 'point of no return' has a popup warning (and saves start to title themselves 'End-Game' or something) but basically non-spoiler; think practically, if you're about to collapse a cave entrance behind yourself, or jump down a bottomless hole, or kill yourself, or something else that's thematically 'un-returnable from' then it probably is.
As for stuff you haven't done yet, again trying to be spoiler-free:
• You said yourself you've not gone past lvl5 in Caed Nua? Keep going. You'll know when you can't go further.
• Have you helped out everyone in Gilded Vale? Including the one in particular who probably needs re 'helping' once he's found his faith?
• What about Dyrford? And each zone in Defiance Bay? There's at least several side-quests in each Defiance Bay map (DB is a little hard because of the sheer number of backer NPCs, I found myself running around holding Tab looking for anyone without a gilded nameplate.), have you been to all the drinking joints, including the new ones?
• Have you collected and helped out every available companion? (There are 8 total excluding DLC)
• Are you positive you're the undisputed ruler of Caed Nua? Rulers generally have a sceptre and ring to display their authority...
• Have you been back to each map? Sometimes people move in after you've gone.
• Have you completely upgraded Caed Nua? One section in particular offers a pretty large chunk of content to play through...
Also, at 10 you shouldn't be struggling too much with the Bloodlines fight. I'd re-assess your party and setup, look at where you're placing people and targeting and casting. Maybe relevel if you feel you picked poorly in the past.
If you talk about "weak companions", also tell something about your Watcher. Companions like Eder, Aloth and Zahua (but not limited to them) can become very powerful. However, many players turn Eder into a heavy-armored guy who hides behind a shield, and then he becomes less useful.
The White March 2 unlocks when you're done with The White March 1 and follow the instructions.
Don't forget the wilderness maps too. The game isn't 'expansive' I admit but there are a good few maps, including ones you will miss without hunting or the related quests to direct you there. There is at least one encounter you can only get by returning to a previous map after unlocking Elmshore.
The one guy who's alive again is worth fighting. A nice bit of loot and IMO one of the good 'early' challenge battles to practice your party on.
Upgrade Caed Nua. There are plenty of perks to doing so and like I said, a solid chunk of game content to be missed out on if you don't. As for it being destroyed, like I said earlier, think practically about the game (it does this remarkably well tbh, first game I've played with decent "things work logically" scripting), you're a superpowered Watcher-hero-person with a team of murderously talented people. If you've just been notified a band of raiders are about to attack the stronghold, who's going to protect it the best, a handful of mercenaries you're paying 20gp a day and a wistful ghost-throne, or you?
If your companions are weak that's on you (Mostly. I absolutely have a few companions that I just CANNOT stop from being downed in the first three seconds of a fight. But that's still just me and my playstyle.) You can 're-level' any character at an Inn and redistribute talents so maybe do that (if you need money....upgrade Caed.) Take a little time and think about what you're trying to do with them and level and equip accordingly. Using Kana as a summoner? avoid higher chants and stick to the faster ones to roll out summons earlier. No point giving Eder the +area-of-effect gear when it would work better on Aloth with his fireballs. Etc etc.
The game isn't terribly 'hard' by and large. But it IS easy to 'jack of all trades' yourself into being unable to beat the harder fights.
If you're 100% positive you've found everything in the area. Pull up the map on the Pillars Wiki and check.
I know everyones mileage varies on RPing and 'playing it honestly' and some see using a wikia as cheating, but I'm a completionist at heart and I do wind up googling maps when I'm 'finished' to see if I missed anything. There are definitely a few side-quests that are easily missed (or perhaps it's just me, I got annoyed early on with the "Read this soul?" response to so many NPCs and stopped trying to talk to everyone)
However in itself it's pretty good advice for what you should change up. If a 'nuke' keeps wiping your entire party, then spread them out a bit more so whoever's throwing a nuke at you can only catch one or two people in the blast.
Durance: Are you putting him in heavy armour as a fighting priest? If not keeping him in the centre of the action seems like a bad idea. Put him in a safe spot away from being easily attacked and most of his spells will reach into the crowd just fine; for the few 'aoe around caster' spells he can run closer, drop a Radiance and run back out of danger.