Like everyone else, I'm getting quite excited about all of this. It's bound to be a tremendous experience.
There is one suggestion that I'd like to make, which I've been thinking about for some time and really think a game like Wasteland 2 could benefit from.
An RPG game is about characters, but it is also about the story that those characters shape. If it were just about the characters, the game would be over as soon as character generation was done, but it is what those characters do, and how they and their world interact, that really builds what the RPG experience is all about.
With that in mind, it would be great if the fact that the characters came to an abrupt and violent end did not mean that the story also had to. After all, with the amount of characters that will populate a world like this, there is no reason to think that the ripples you've created will stop being interesting just because you and your squad just happen to be dead. The way I see it, having the option to continue the story from a different perspective (maybe assuming control of the only surviving NPC in your squar? or of one of the NPCs you met at the last stronghold?) would add value to the death of your characters: making a grave mistake would not necessarily be a reason to instantly hit Quickload, because maybe - just maybe - from the point of view of _the story_, the death of your squad might be the most important turning point.
The only games that I've played that do something similar to this are the Total War games (I'm thinking particularly about Medieval and Rome), in which you played the story of a nation that spanned the lives of many leaders. What struck me when I played those games was how everything seemed to open new possibilities: if there was a civil war, you could choose the side to fight on. If your leader was assassinated, you could continue as his or her successor. My brother once had to bribe the leader of a roving band of barbarians, and to my brother's astonishment - and thanks to some lucky circumstances and strategic marriages - that same smelly old barbarian warlord rose to become the next Caesar.
That sort of emergent storytelling is what really pulls me in. It's those games that I remember not only as an entertaining experience, but as a platform for stories to develop, giving you the possibility to both participate and spectate at the same time. I'd love if Wasteland 2 could capture some of this.