Call imp, meph cloud. Don't have those? Why aren't you playing wizard, nitwit
I jest, of course, but still...
My melee dudes definitely have a lot harder time getting off the ground. I tend to have a
lot better luck picking up melee and defense skills after I've got enough magical firepower to actually keep me alive. Pure melee folks just... they don't have options. From what I understand, it's genuinely not intended to be a viable playstyle by the devs. Support by either god powers, magic, or evocations is supposed to be basically requisite.
As for the impossible situations in the early game... iirc, that's supposed to be at least somewhat intentional, or was at some point. Re: Kobold avec exploding darts opening door to starting vault on turn two. Stuff like that. Sometimes crawl's just going to kill you, and there's literally nothing you can do or could have done about it. It gets less likely as you get better at the game, but there's a reason no one's managed an unending streak yet. Well, beyond the whole logical impossibility of an unending streak in a finite timescale.
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IE's have one of the easier early games
Freeze murders everything that's not an ice beast (most things -- I've killed up to Yaks with it, iirc, without much trouble) and th'armor's ruddy good for light armor users (i.e. casters). Icicle or summon ice beast kills ice beasts. Agreed that EEs are a bloody pain to get off the ground, though.
AEs always seem to have trouble, unless spark got buffed recently and I didn't notice. If you can't doubletap with it, it sucks, and even then it doesn't hit terribly hard and seems to miss fairly often. It's also the only thing they really have for damage until lightning bolt (which they only got in their starting book in 0.9!). Static discharge seems like crap, and the olololohitzu aspect isn't something an early game critter can risk using.