#1 - Nonskill bar spots
Potions, scrolls?, and regular attack take up space on the ever-coveted action bar/mouse. Now, it's known that the game is meant to be played with 6 active skills and overall we are supplied with 7 spots to place things (5 being on the bar, and 2 for the mouse). That only leaves 1 spot that is unused by active skills by has competition from the multiple actions described above.
What's the deal? Are we going to have to make a choice between auto attack (which the demon hunter and wizard seem to be encouraged to use in their passives) and a healing potion? Obviously the healing potion is a valuable asset to have available in dire situations. And does that just leave scrolls out in the dust? Are there any behind-the-scenes plans to address this issue?
What you place into your various skill slots will vary from player to player and build to build. Depending on your skills you can have both left and right mouse button bound to skills (and pressing 'x' will swap your right-mouse with yet another skill button for a total of 3 mouse binds) and if you don’t have the resources to use the skill, then you’ll normal attack instead until you have the necessary resources to use the skill again. There should be space for, at least, a potion. Diablo III isn't designed with potion spamming in mind anyway, so really, you should have plenty of space on your bars for the elements that will be important to your hero's success.#2 - Respeccing skills on the fly
The current system of being allowed to change your active (and passive?) skills at absolutely any time without any restrictions or limitations is generally deemed by the community as not the greatest of ideas. If we are free to respec whatever, whenever, then in theory we are granted access to all skills and the 6 cap just becomes an illusion. It also severely encourages the use of 3rd party macros for fast-swapping on the run.
We're currently testing a few different solutions, but I don't have anything specific to report on that front just yet. We're okay with players changing their builds while they're out adventuring, but we're not comfortable with players running around with their skill pane open swapping skills during combat. We'd also rather not have a system which forces players to return to town. We’ve tried it, and it feels really bad. Of course, worse comes to worse and if our attempts to curb use in combat fail, it could very well be what we have to resort to.
I have a suggestion. Keep the current system, I think it is fantastic. I would not have to trot all the way back to town just to change one friggin stupid skill. If you guys can just make skill swapping unavailable in the middle of a fight, that's a great idea. But please, I don't think very many people want to go back to town just to switch a different skill. That would be insanely tedious.