Perhaps naively, I think that a lot of the trouble people are mentioning here will be solved in the actual game, because the actual game will not be set to easy mode (as the beta is–it’s not actually “normal” though it says it is, according to the devs) and the actual game will have more… game… in it.
As the difficulty ramps up, I believe we will find you typically can’t just pick a set of six skills and roll through the entire game with it. (BTW it’s been a while since I played D2 but I don’t remember ever using more than four skills max on a regular basis so to me at least six skills doesn’t seem like a serious limitation). Rather, we’ll find that specific situations will call for changes to skillset. Moreover, in multiplayer, different skillsets will need to be picked in coordination with those of others. Diablo has always had a twitchy action element and a cerebral element. In D2 and D1, the cerebral element had the problem that if you screwed it up, you’re entire character was boned forever. You had to start from scratch. Meh, that’s no fun.* In D3, the cerebral element (I predict) will be a necessary and very interesting component of the game, but will not lead to the possibility that days or weeks of effort is completely wasted.
Regarding the auto-leveling of attributes, see above, but also, I don’t see why they didn’t simply get rid of them if the player is unable to affect them. Well–the player can affect them by selecting gear, so that may have something to do with it. But then why have any auto-leveling of them if the player can’t affect that?
Regarding the thing where skill effects are often based on weapon damage, even when said weapon would seem to have nothing to do with said skill, I agree it’s immersion breaking. It’s a mechanic imported, I think, from World of Warcraft via DotA. I can fanwank it though. Having a weapon on hand, in itself, gives you some kind of magical mojo which most people express through hacking at things with the weapon, but which someone in contact with magical mystical forces can express by other means…
*(“Living with the consequences of your actions” is not a consideration here, since, it being a game and all, there’s no “living” with any of these “consequences” at all… There are consequences in both cases, but I can think of no reason why “permanent character non-viability” should be preferred as a consequence.)