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All low level damage spells are garbage early, use only CC or Buff spells.
Any Elemental damage hits swarms, if you cannot defeat them avoid them.
"Ghost with 35AC in lvl 3-5 area" - optional boss, to challenge skilled players. Resist Electricity on Jaethal(undead elf) makes it completly easy, but takes a lot of time, (another strategy is to use Glitterdust spell that blinds him, which reduces his AC by a lot).
Failing check - you mean your party fell of tree/cliff, yeah that hurts.
Missable content - yeah you can miss most companions, other than Companions and Main Quests you can do everything later.
I like the game, but mostly for combat and ruleset. I'm not a fan of Golarion setting and I'm not so interested by the story or all these little sidequests. Some pieces are very good (chapter III, some companions quests, maybe 3 other sidequests), but there is lots of average or minigless content. And I miss crafting. Just like in old gold box games or even Temple of Elemental Evil Kingmaker has huge variety of weapons but I can't pick feats for creating magic equipment so it's hard to find awesome weapon which work with the weapon feats my characters picked. But I must say Kingmaker has a lots of cool items for caster classes.
Edit:
I finished both Baldur's Gate 20-30 times, Icewind Dale about 20 times even first NWN like 10 times before any expansion was made for that game but seriously, Kingmaker is so overscaled and repetetive in core gameplay (kingdome management, traveling) that I don't think I would like to play this game second time. This game could be easily 50h experience in old fashion way as pure cRPG with kingmaker "flavour" and would be great. But it was stretched for kickstarter goals against rather limited budget and it feels.
There are a lot of ways to build characters, and many ways that result in characters that fall very far below the high power curve. As people say, it can be done, but doesn't mean you will find it fun. You might, you might not.
Mostly, this game is horribly overscoped, and it really showed on launch with an absurd amount of bugs that were gamebreaking. I find that it has a lot in it, but there is little depth to any of it.
Don't feel bad if you hate it, if you aren't having fun then there is no need to try and force your way through it. I'm at 500 hours and to be fair...I don't really like it and I don't recommend it. I just want to complete the game so maybe I can get something out of all the time I sunk into it (sunk cost fallacy I know). It just lacks polish in nearly every area save for music, art, and voice acting.
The early levels are definitely more rough than the later (until the final dungeon), but yeah, this is basically designed for people who are very familiar with 3.5 edition DnD and have way more time than they should on their hands.
The world isn't that that open, but open is overrated. It would just give inexperienced players more opportunities to get their butts kicked. This treads a middle line, and I don't feel that it suffers because of that decision. Travel is made simpler with Teleport; however, this ought to be flagged a little more obviously, given the difference it makes
Quest structure is not that bad - many do it worse; plus the (lack of a) main quest, which many see as a weakness, I see as quite clever. Firstly, you have something akin to "levels" - a new boss to defeat in each segment. Secondly, you have the underlying theme related to Curses; it's not telegraphed, but why is that seen as a weakness? Surely, it makes for at least one replay if you play it "blind" first time round?
Personally, I hate crafting; it's just a huge timesink. I'd rather have Kingdom Management (and I'm not that keen on KM). The game maybe should fit loot to the players, which would ensure you don't up with awesome weapons of every description - except for those your characters took Feats in. OFC the way around this is to respec (for which a Mod is better than the in-built).
Turn-based? Temple of Elemental Evil, once all the community patches are applied. It's much smaller, of course, but quality per amount of content, I'd say Temple packs more fun.
But that is strictly subjective, and after all is said and done, this is my favorite "Roll a D20" game in years. Not for everyone, but certainly for me and my wife.
As for challenge? In a blind run, there were a few times when you could walk into trouble, especially if you did not know, by heart, what tricks specific enemies could pull off.
The same can be said for Kingmaker. The first time we walked on the berserker in the cave near the river bend, we had to reload two or three times, on Challenging. I have been through him four times since, and he never felt like a challenge, despite most of the runs being at more than Challenging.
In this kind of game, forewarned is forearmed.
And there were some minor annoyances where you could be surprised by resistances in the temple. I vaguely remember backing off and running out of spells in a fight against things I cold not properly classify. But I never run into them on subsequent replays, or at least I did not identify them. I may have simply had a party that was better able to exploit whatever weakness they happened to have.
Positioning the rogue took more care and precision than it takes in Kingmaker.
Fighters with reach weapons could actually be micromanaged into some fancy tricks. OK, minimally fancy tricks, but tricks never the less.
And Druids were fine.
Also, Paladins' Fall from Grace had better mechanics, item crafting (buggy as it was) offered gameplay that Kingmaker lacks, and finally, it was at least a dozen years ago. Kingmaker has little that has not been done before. It does it better in my opinion, but it's all been done.
Temple of Elemental Evil attempted fantasy tactical turn based combat in detail that had not been attempted before, has not been really done well since, and probably would not sell today. Note I said 'attempted' and 'in detail'. There were tons of tiny bugs, unfortunately.
And the crafting worked great. Any weapon enchantable to at least +3 and elemental damage. Creating items which increase stats. Making scrolls and potions. Level cap worked well with those crafting feats because there were experience points to burn out for better items. Imo combat in ToEE was better than it is in Kingmaker.
@OP
Kingmaker may have better character progression than AD&D 2nd games like BG 1 & 2, ID or PT, but design of fights in Kingmaker is worse. P:K has better C&C than most Infinity Engine games while there isn't much of advanture outside main story. P:K feels more like NWN 2 crossed with Icewind Dale but only half of the time because other half of Kingmaker is just meaningless time sink in form of kingdom management and traveling between small copy-paste areas without anything interesting on them. Some trash mobs, some items.
After more than 20 years I must admit that I have more fun with both Pillars of Eternity than P:K or even old Infinity Engine games. Gameplay mechanics are even more complex and rewarding, better itemisation which affect builds in more unique way than old D&D 3.5/Pthf in video games.