Catacomb levels are very nice, remind me of Q3 maps, though sometimes the last enemy hid so well it took me quite some time to find it. Splitting the amount of spells into different starting classes is also a nice idea.
The dismemberment works well, though things still feel "floaty" and without any impact. Sometimes I also got "lost" in the boss areas because of the lack of compass and went back into the map instead of going to the next - when the texture resolution is turned down, it's difficult to see which way is the way forward.
Chests/shops also show their stuff a bit too late in my opinion - a lot of the time I walked up to the chest before the item spawned behind me.
Rapid-fire enemies also feel bit opressive at time as they keep shooting without any pause, especially in the early levels.