Another thing that significantly reduces replayability is that, for the most part, game decides for you which characters you have in your party.
I think you should finish the game first, as soon as you enter the maze in Act II you can switch your characters between fights.
Also, this is in no way different than other similar games like: Dragon Age, Baldur's Gate, Neverwinter Nights, Knights of the Old Republic, where you gather your party as the game progresses, and party members leave as part of their character quest. Also, the only character you really design in these games is your main character, the rest being designed beforehand.
Such a customization takes resources, that could have been otherwise used to develop other parts of the game. I understand it's nice to identify with your characters, but you don't create your characters either when you read a book or watch a movie
Shadowrun Returns' approach where you can pick every single skill you want when creating your character is much better.
I don't think Shadowrun and Aarklash are comparable. Shadowrun is more of a mix between D&D and XCOM. Whereas Aarklash would be more of a mix between DotA & Dragon Age.
Also, having so many skills available, allows for a lot of unused skills, since they only become useful during certain parts of the game.
Sometimes (not talking about Shadowrun here) you have abilities that simply buff your character's ability to talk, spending points there will then diminish their ability to fight, being left with a philosopher on the battlefield...
Too much diversity creates confusion, while limitation quite often stimulates creativity. The best part would be to take each game and look at it for what it is. Make a simple list of things you liked and things you didn't like. Perhaps things you wish would have been expanded on, so that developers can expand on your feedback for future games.