Starting abilities, stats, etc: Fine in my opinion.
Starting zone: Mugthol's lair is a nasty place to send a level 1 into... The underwater set is a bit too much to watch out for with the nasty abilities some mobs have there.
The Ritch Tunnels are much safer as long as you take care not to ambushed by an Impaler + something.
The Halfling Tunnels - ugly, ugly business. Any group of mobs here could mean death to an unlucky yeek... and you have to endure 3 levels of the stuff.
This could all be much easier if yeeks could have somewhere to spend their gold... I had to endure all the starter zone with the 60 regeneration infusion.
Talent trees:
Dominant Will - Too bad it's quite unreliable until you bump your willpower up... once that's out of the way it's quite good, borderlining great when it doesn't fail. I don't really know how well it scales with talent points, so there might be an issue there.
- Bug - Keeping the dominated dude inventory open will lock you with infinite lua errors. A nice talent to pickpocket monsters though

Unity - Solid.
Quickened - Solid
Wayist - It's okish, but not good. The 3 mindslayers are borderline useless damagewise and just fodder in most situations, their hp is pretty low and the 6 turns means they won't stick around long anyway. The talent point scaling is very bad as well.
If you want to buff this talent to acceptable levels, probably a good place to start would be getting the mindslayers spawned with their auras and shield up, and probably also increasing their duration with talent points.
I also have no idea why don't get a boost to Willpower, considering they get Str and Con boosts.