Parcae2 brings up some interesting points, which I want to (belatedly!) respond to: Fundamentally, I suspect we're in agreement.
Grinding is tedious and no one likes it, but when it existed the game was tenuously balanced due to it's universal availability. If you were capable of playing sufficiently tediously, you could get the tools on any character in order to succeed with him... But since, as mentioned, that is not fun, it's ideal to try to actually balance through normal means. This patch should do a good job of reducing item-based RNG by spreading the quality of artifacts better, and the same things with prodigies. More options and less RNG all around.
On the topic of difficulty spread/consistancy: I see what you're saying, and I agree that it would be ideal... but there's really no reasonable way to avoid difficulty spikes while keeping in any amount of interesting variations. You'd have to make the levels set, because the difficulty of encounters varies wildly with terrain. You'd have to control what can spawn where, as for instance starting in a big room chock full of mobs is infinitely harder than an empty corridor. The classes/enemy AI would have to be radically more balanced, as some are simply harder than others (and it further varies depending on what class you are). You'd have to, as you suggested, de-clump/spread rares around. These things aren't really either feasible or desirable on various levels.
However, what you
can and should most certainly try to do, is make it so that the tools to deal with any situation are available in an ideally non-random way to characters. This is really the heart of this discussion. As mentioned, currently they are... if you are willing to grind. Overall the art/prodigy/scaling changes should reduce this problem significantly in the patch. But you bring up a specific issue I've been meaning to address: the availability/spread of scouting abilities. One of the best things about ToME is that you pretty much do have the tools to deal with any encounter (that's not you being a madman and diving out of depth!) if you can make some tactical decisions before shoving your face into a room, that is.
I'd like to break this into two parts, as there are really two separate issues related to this scouting issue.
Availability of Scouting
A majority of classes actually have some intrinsic scouting ability (will discuss the wide variance in quality later). However, there are a few that do not, and they are completely item or escort dependent. Scouting is what allows you to be tactical and make intelligent decisions, and thus as difficulty goes up it becomes exponentially more important. Anyway, these are the classes that don't start with
any sort of scouting:
Arcane Blade**
Doomed
Reaver**
Anorithil**
Sun Paladin**
Mindslayer
** means that they're casters, thus no access to zigur, which means no access to track via escorts/worldly knowledge.
These classes are completely item-dependent, and have to at some point find either the arts that scout, or NightHunter/Delving/Arcane Eye. Conveniently, these items are pretty common so it isn't a huge deal as it'd be pretty hard to go through the game without finding one of them. It can definitely make the early game rough and aweful random, though, until you do! This almost-but-not-quite guaranteed scouting is close to not being an issue. I recommend changing Woldly Knowledge to be restriction-less so that you can guarantee getting the scouting of your choice if you so desire (I'm actually greedy, and always want *both* divination and track if possible, heh)!
20/26 classes that have some intrinsic scouting is actually pretty good, and much better than at various times in the past! I'm all for people coming up with interesting idea's to complete the process, though. The type of scouting available is really impressively varied, and I'm sure there are interesting unexplored options! Ideas: Please generate them!
Quality of Scouting
First off, varying quality of scouting is totally fine, similar to varying difficulty of classes. Also, different mechanics are just interesting and good, and lead to a variety of play-styles. For instance, you'll note that I don't have Alchemists and Solipsists on the above list. Alchemists have the ability to send their golemns around corners and such for them, solipsists can kind of do similar thing with their thought-forged, as well as poke through walls with projection. Good enough! Not as generally handy as track, but it fills the critical role of scouting without using your face

Or take Arcane Eye, while it's not a handy AOE, it has compensating advantages of being instant and seeing into vaults. Again, totally acceptable.
However... I think some of the psuedo-tracks should be looked at. Specifically, many of them have a fixed (unscaling) radius which really, really hampers their use for scouting. The biggest offenders here is Meditation, and I also think Vimsense should be looked at. Reasons? On radius style scouting, there are many situations where sub-11 radius is worthless. That being all mobs sight radius, and there being many open areas/long corridors where such a radius actually doesn't allow for scouting.
Meditation: There are 4 wilder classes now, who depend on this as their natural scouting. It already has a disadvantage that you're doing half damage, so you can't sustain it while actually fighting most of the time... I honestly fail to see why the radius of it's track portion shouldn't be buffed. I don't mean necessarily up to an actual track-like level, but perhaps to a level corresponding to the radius of earths eye? Personally I feel that somewhere right around 14 (the radius of TW's precog track) is about the minimum level that it can really be useful and non-tedius. Minimum 11, so you can see mobs before they can see you, and that gives enough of a buffer so you don't have to do it constantly.
Vimsense: So, this has the advantage over track of reducing blight resistance, which is sweet. But, again... not actually usable for scouting in many situations due to it's 10 range. Further, it takes a turn, costs a whopping 25 vim, and aggro's stuff. I feel that the aggro aspect is the cool and unique part, and counteracts the blight pen. But as is it's really more of a combat buff than a scouting ability. I'd like to see the range increased to, again, at least somewhere around the TW level. Which would make it a kind of manly, self-hunted kind of scouting
