I know this is an Alpha, and there is a lot of unknown, but with ARPGs, a lot of the game lives or dies by its customization of character play style. Path of Exile has the very large passive web on leveling, and skills being bound to weapons. However, they allow you to customize how that skill works through supports, and their passive web allows further customization through the nodes and key stones.
It looks like this game is taking a similar gear-dependent approach as say, Path of Exile or Guild Wars 2. However, a concern/question I have, is just how far can we customize the skills provided by the armor/weapons? Or will there be variations of skills on weapons, so not all Heavy Bolters have the (Kind of ineffective I have found) AoE or the backpedaling shot. Or, will there be a way to make these skills feel more unique to the character? Because, at the moment there is really no difference between the three types of Crusader Inquisitor. You could go melee heavy, and if you found it/bought it, run the armor that drops the tarantula turret, rather than jump packing into a cluster of mobs, since you have other skills that let you jump. Or you can equip bolt pistol/whatever else with the cyclone missile launcher armor despite having started as the heavy weapons archetype.
At the moment, skills wise, it feels like Neocore is taking the ideas of Guild Wars 2, and Path of Exile, but only going part way, without really committing to actually following what made those systems work in those games.