I like the different combat focus settings

You probably shouldn't go for a fixed 20%, but make it depend on the weapon. A huge axe isn't really suitable for carefully aimed blows, and a sleek dagger isn't very suitable for going berserk. Especially if the critical chance goes up with the finesse setting, that could mean that a rogue with a dagger on an unsuspecting enemy has a close to 100% crit chance.
BasiliskWrangler wrote:Also, given the unique turn-based nature of the engine, we cannot just drop in some new point-based system and expect it to work. The improved combat system must look and feel like Eschalon...
Does that mean we will still be able to out-run raptors? I still think one of the most important issues is the speed thing. It doesn't need "some new point-based system" to work, it could be as simple as making a simple skip-turn-table.
creatures with speed < 5 skip 5 of every 6 turns (2,3,4,5,6)
creatures with 5 <= speed < 10 skip 4 of every 6 turns (2, 3, 5, 6)
creatures with 10 <= speed < 15 skip 3 of every 6 turns (2, 4, 6)
creatures with 15 <= speed < 20 skip 2 of every 6 turns (3, 6)
creatures with 20 <= speed < 25 skip 1 of every 6 turns (6)
creatures with 25 <= speed skip no turns.
You could make it a table of 12 turns for finer ajustment, and make the scale non-linear.
That way a nimble wasp could fly circles around that slow, heavy-armoured, battleaxe wielding juggernaut.