Played the first hour or so last night, which was mostly the tutorial area.
Initial impressions are there's a lot to like. The control scheme is definitely different than your 'Elder Scrolls' norm, but having an evade/dodge button and function and two equipment loadouts with a single switch as a well as optionally loading a grimoire with four spells attached to a trigger means you don't need to hop in and out of menus in the middle of combat, one of the major weak points of ES combat.
Combat feels snappy, though I don't seem to notice anything like a timed-block or parry which is disappointing (unless it's skill locked at the moment).
Movement is vastly improved over ES or The Outer Worlds. Sprinting isn't limited to stamina, and there's a very simple jump/climb system that's not far from a typical action game, but is often lacking in RPGs. It vastly improves the verticality of the game over the typical RPG and makes areas feel like you'll have more exploration and potentially some 'Deus Ex' style multiple routes in later areas (though this is speculation on my part).
The world is vibrant and well detailed, though much more static than say Skyrim. You can go in and out of spaces without loading screens interrupting each area, though you can't pick up and rearrange every kettle, pot, plate, and non-furniture object in the area. I'll happily trade the ability to stack 10000 cheese wheels for a bit more seamless gameplay, though a little more interactivity in Avowed would be nice.
Voice acting seems good so far, though I've only just entered the first major city. Your first primary companion shares the voice actor of Garrus from Mass Effect, who plays the voice a little too close to Garrus' IMO. It's hard not to look at him and not hear my Turian buddy from ME.
Being forced into a 'Godlike' as your player race is a mixed bag for me. I know it'll play into the plot of the game later, but do like the option to choose my race in Pillars 1/2 or ES. I also don't love looking at my fungal 'godlike' touches. They've added the option to hide them cosmetically in the game, but it's an odd choice between having to have bright fungal growths or skin patterns or basically hiding what will be a main point of the game.
Conversation trees are like previous Obsidian/Fallout/Outer Worlds games, though you seem forced to move through conversations faster (no more 'choose every discussion before selecting the one that will move conversation along'). I prefer the longer discussions and loops from previous games, but it's not a major flaw for me.
Initial impressions will be that it'll likely end up an 8, 8.5/10 for me, maybe dropping to 7 if it falls apart, but it will be a strong 8+ unless it really comes apart. Superficially there's a lot to like here so far, but only an hour or so in, so it's too early to say with certainty.