No mage until you reach spellhold? Talk about crippling yourself, perhaps a bit too much, if you play tactics. You might want to get Immie as soon as possible, in that case.
As for the different components, I'll list them and grade them either a 1, 2, or 3. 1 being doable, 3 being quite hard.
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Improved Ilyich: 2. Quite hard, yet with the proper tactics, and enough patience, you can pull it off. And with patience I don't mean enough reloads, but venturing through the dungeon one step at the time.
The Ritual: 1. Really fun challenge, very balanced.
Improved TorGal and De'Arnisse Keep: 1. Very fun as well. Don't expect to walk in with a low level party like you used to, though. Spirit trolls can be a pain in the ass, but it gets challenging when you reach Torgal.
Improved Sahuagin City: 3. Unless you have loads of scrolls with Prot. from Magic Weapons or a few Reflection Shields +1 with you, this is near undoable.
Improved Bodhi: 2. Fun! Bodhi has become a challenge for a decent party who did a few Chapter 2 quests. Not for the people who rush to Spellhold, though.
Improved Irenicus: 1. Even more fun! Best battle I have ever experienced, probably due to the time the battle takes. Requires, like almost every other encounter, the use of nifty tactics, though.
Improved Guarded Compound in the Temple District: 1.
Improved Twisted Rune: 1.
"Kuroisan", the Acid Kensai: 1.
"Red Badge" Poison-Based Encounter: 1.
Gebhard Blucher's Improved Mae'Var: 1.
Gebhard Blucher's Lich in the Docks: 1. Perfect opportunity for a high level NPC to test his skills against a Lich that uses smart casting tactics. Perfect mage challenge for a 1v1 fight.
Gebhard Blucher's Improved Demon Knights: 1.
Kensai Ryu's Tougher Kangaxx and Guardians: 2. Tough one, really tough. Don't face these guys unless you're almost ready to head to Suldanessalar. If you're ready to face them, though, this is one heck of a funny encounter. I love sending in two mages, buffed to the max, with a Shapechange spell active. Once they took the hardest punch, the fun can start by sending in all your characters. Kangaxx has been slightly improved as well, but not so it makes him unbeatable.
Kensai Ryu's Gnome Fighter/Illusionst in the Docks: 1.
Kensai Ryu's Improved Crypt King: 1. I'd give this one a zero if I could go lower.
Ishan's "Always Toughest Random Spawns in Dungeons", Gebhard Blucher's Random City Encounters and Kensai Ryu's Random Wilderness Encounters: 1.
Improved Undead: 2. Especially hard for low-level groups, or those without a cleric.
Improved Golems: 1.
Gebhard Blucher's Improved Mind Flayers: 2-3. Major improvement! I found the original Mindflayers to be a walk in the park, but these guys are so much stronger (that's why I incline towards a 3). Takes some time to figure out how to beat them without cheese, but makes you feel proud of yourself afterwards (since it's doable, I'm also inclined to rate it a 2).
Smarter Dragons: 1.
Smarter Beholders: 1-2. I don't use the Shield of Balduran, and Beholders are almost always giving me a hard time, so I'm inclined to rate them a 2.
Kensai Ryu's Smarter Vampires: 1.
Slightly Smarter Mages and Liches: 3. Not my thing. This is the only component I do not always install. First reason is that every mage suddenly starts casting spells (contingencies above all). Even Ribald or the Harper door guard. That annoyed me to no end. Second reason is that it makes you think twice before engaging
every singly party with a mage. Fighting Liches early on becomes a definite no-no. Consequently, this makes it hard to finish certain quests (Umar Hills, to name one).
Kensai Ryu's Improved Copper Coronet: 1. Fun! Still doable with a low-level party, but at least it spices things up a bit.
SimDing0's Improved Oasis (ToB Required): 1. It's ToB. Everything is doable there.
Mike Barnes' Improved Small Teeth Pass: 1-2. Not for the faint of heart. Unlucky when you land near a dragon upon entering the area (reason for the 2), but if you use proper tactics, still doable (therefore a 1). Besides, by now you should be quite proficient at killing dragons.
Mike Barnes' Improved North Forest: 1.
Mike Barnes' Marching Mountains : 1.
Slightly Tougher Demons: 3. No fun. Doing a 999 hp of poison damage sucks. Besides, an enemy that goes invisibly every millisecond is just a no-go. You could use summons, but they barely last long enough for your party to kill the Demon. I keep installing this, though. I love testing the lethalness and swiftness of my party.
Tougher Druid Grove: ?. Earlier version: 3. Only Cernd in his Greater Werewolf form from the Ease-of-use mod, combined with every cheese I knew of, could defeat Faldorn. In the latest version, however, Faldorn has been tweaked. I haven't challenged her since, but if I look at the changes they made, I'd give this encounter a 2.
Tougher Fire Giants: 2. Perhaps I was a bit presumptuous when I said that everything in ToB was a walk in the park. Even at your highest levels, these guys pose a threat to your party. Prepare for heavy tactics using, a lot of resting and using potions!
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Hope this helps. I’ve enjoyed tactics immensely, and still do. Some encounters might be a bit too hard, but as I enjoy a challenge, I install them anyway and try to think of better tactics to beat those encounters.
