Hi, I am a recent discoverer of Hero & Blade. I love your mod. The second level has a real Eye of the Beholder feel to it for me.
I'll try to summarize what I don't like and like.
The barbarian is almost too powerful. He is a killing machine. You don't need any other party members: he can solo entire planets. This will probably be fixed in later versions, but right now it seems to me that the other characters pale in comparison. The thief in particular is lacking (a dagger? he can't even parry!).
The looting system is interesting, to say the least. The tab function has some problems for me though. When you finish a room, you can be on the other side of the map before you hit tab, which means that you can search a room without being in it. Counter-intuitive if you ask me. I wasn't around for previous versions, so I may not know all the details of why you swtiched to this system. A better way of searching for loot in my opinion is just to use the chests you have lying around. That way the player will be sure to search all nooks and crannies of a room to find treasure. If not, you might want to remove the option to look inside the chests. Because there is nothing in them and I can't stop looking in them

When you finish clearing a room, after you hit tab, there is the yes/no dialogue to search, right? Well, if you select "not at this time," you can't ever search the room and the triggers don't fire--it says that you must clear all monsters before searching. If you select yes, you must hit tab AGAIN to actually search. Was this intended?
Also, I can't seem to finish the second dungeon. Was it not finished? I couldn't find the hostage to rescue. The mentor character did mention that there were "hidden passages" to be found, but I couldn't find any. If there are hidden passages, it might help to put some cracks in the wall where there is one, because I'm pretty sure I checked thoroughly and didn't find anything.
A solution to the npc AI might be to make some dungeons larger. A large set of caves and tunnels might make navigation easier, but if you implement the switch to the solo hero idea, that won't be a problem. I'd still like to see large open caves though. With running water

Another problem I see is that there is no clear progression for the wizard character. He starts with all spells and the genie is already summoned. Maybe we could buy spells from the merchant or get them from the Mentor character. This will give the character more depth, as right now he is almost too powerful in the beginning, and not powerful enough later. In most fantasy games, it is the other way around. The fighter classes start strong, and the wizard gains more power through his spells as he gains levels. A chain of spells too, where he must sacrifice some to gain others might add depth to the character, like taking fire OR wind spells, not both.
I know you made a choice to make all wizard spells firearms, but that seems too slow to me. A better solution might be to use throwing weapons, such as rocks, for the fireballs. Can the same effects be attatced to throwing weapons as firearms?
I know it sounds like I have a lot of complaints, but I just love the mod so much I want every issue solved. Again, I really like what you've got here

I just walked in some random room after taking some random quest. I clicked tab and enemies appear.
I beated all enemies, and when i click tab again, it says i haven't beated all enemies. How should i continue?
Also, what this guy is saying, is that he cleared a room. Then he searched it. Then a monster appears (just like it is supposed to). Then he killed it, and then tried to search again (since he cleared the room again). That isn't how it works. The first search is the only search. What you found was an orc up your ass.