I believe that those who state that the dual weilding daggers are overpowered are not playing on nightmare-level difficulty. I have played Mages, Rogues, and Warrior classes on nightmare-level and Rogue is, by far, the most difficult to play efectively at this level. With the other classes i found it quite easy to lead with the main character (mage OR warrior) and have the other classes support my strategies. So far, at the most-difficult level, this has been very difficult with the rogue, who has insufficent DPS to make up for his poor armor.
ARMOR REQUIREMENTSOne thing that i think would help is to have DEX (or perhaps cunning) as the attribute to govern the use of higher grades of leather/ studded leather armors. This makes sense from the perspective of Balance and can easilly be rationalized. Everyone needs willpower to activate their abilities (mana/stamina). Other than than a mage can focus on one stat, Magic... a warrior can focus on two: Strength and Dex, or strength and Con... But a rouge rapidly becomes a weak jack of all trades by spreading stats among Strength Dex, Cunning, and Willpower... the lower stats hurt the rogue more on nightmare-difficulty where they just don't do do damage sufficently fast to avoid death while leading the party. It would help the balance, if they only had to focuson two prime stats like the other classes... rather than three...
In terms of rationale, leather does not offer complete coverage like full plate... Even hardened leather would not offer as much protection as "Iron" chain... Leather is an active armor... the wearer hopes to recieve blows on the thickest pads or recieve some deflection of the blow... either dexterity or cunning would be reasonable atributes to govern the use of better leathers... as better leathers would be Lighter and require more skill to use. Do consider altering the requirement for advanced leathers to be cunning or Dex-based.
ROGUE SKILLS Some of the skills bought by rogues should "auto-level" after being purchased. Lock-pick and stealth are among the combat skills in the rogue tree... choosing to be good at these at expense of lower combat utility is a major hamstring to customizing a rogue character. However, if these are just moved to the skills tree (with pickpocket, survival, poison, etc) then advancement will be slowed. Not sure at this point how much influence this would have on character development yet... perhaps just make more boxes easier to pick---OR increase the rewards for picking difficult chests... it takes an awfull lot of "Deep Mushrooms" to make make high lockpicking a worthy investment...
my suggestion is not to worry so much about having LOTS of USEFUL items in difficult locked chests because the players that invested in the skills to pick difficult locks have lost some other aspect of combat efficency... maybe it is good to have a stack of fire arrows or ice arrows in them... or some thing that can be sold for lots of money. So far, the rewards of picking difficult locks are usually (a few exceptions) dissapointing...
The merits of theft are of little use (unless you use them as part or the denerim crime wave) and certainly they do not make up for an otherwise weaker character. Yet this should be the halmark of a good rogue... steal evidence of X, Y, Z...
Also, you get exp for picking locks... why not for picking pockets?
Rogue Crowd Control Skills! One of the things that lets you lead into combat with a mage or warrior are their ability to control the field of battle. If lock picking and stealth are removed from the rogue skill tree... replace them with crowd control. maybe add an expendible ingredient (smoke, dust, flash powder, darkness, etc). Something Like dirty fighting for groups. If we are swashbucklers... give us a "flamboyant swathe" with our light weapons to both injure a cluster of foes and give them pause (hesitation) before they assult the infamous grey warden... what about a nice fake out (feint?)... (how about some rapiers for light "piercing weapons?")
I do really like the Leathality skill's use of cunning... lets see some more creative use of cunning to make rogues more... well rogue-like... esp. in their use CC...
ARCHERY Archery is the great equilizer. It is the means by which even peasants could drop armored foes. Yet, in DAO, it is both weak and slow. I love the use of bows in most games... including Baulders Gate(S)... I think one way to improve archery is to let dexterity influence the rate of fire for ranged weapons. this would be in addition to DEX's influence on damage but perhaps as a lesser influence--or let dex influence fire rate and cunning and dex influence damage--something... bows need to be a viable path for game play... Some bows probably should have a STR requirement as well... these would be slow strong bows prefered by warriors...
Another improvement might be to have mage's frost/flame weapons AND POISON work on bows. Also, why not put runes on ranged weapons? We have magic bows of the dalish that increase rate of fire... why not toss in some runes. Honestly, there is no reason that a bow should not do a ton of damage--
but the best skills are SOOO SLOW to use. This is uneccissary because they have a re-use timer AND they use stamina... there are only so many times you can use a skill in a fight no matter how powerful the technique is.
It seems to me that fixing archery (i.e., making archery a skill that a lead character can actually use to effectively lead into a fight--and make the game fun) is down to two items... allow the damage to be augmented by other skills... and allow a DEX-based modification of fire rate as well as damage.
my 2-cents for rogue class feed back for now.