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https://steamcommunity.com/app/625960/discussions/0/3761101693159261872/
https://steamcommunity.com/app/625960/discussions/0/5267542371395570573/
https://steamcommunity.com/app/625960/discussions/0/3181232619043427616/
Exactly for this reason. To encourage making different choices and playing different builds, e.g. creating a survivalist character to experience the otherwise inaccessible content. You're not supposed to be a jack of all trades without making at least some sacrifices.
Alchemy will receive its own abilities tree, so yes, levelling it will cost AP.
I'd expect Armour to be closer to Athletics or Shields in layout since it's another combat-centric support tree and will presumably have active skills which are used directly in combat and similarly powerful end tier skills.
It could be... but if you think about different types of armor and equipment, there could exist completely split tree "branches". Cloth, leather and metal is the traditional material-based split, but it could also be a more simple and abstract split between "light" and "heavy" weights. The activated abilities could also easily be even less useful outside of combat than the Survival counterparts are.
I think I would find it weird if I had to get "light armor" abilities to somehow compliment my "heavy plate" usage in order to unlock some capstone ability, as is the case with Athletics and CM.
Maybe even a stat point as a reward for surviving a fight with 1hp left, encouraging an extremely risky game. I bet the Stoneshard devs would love that, the sick masochists.