Just hoping on the tiny, tiny, slim chance someone from Larian might see this and give a definitive and final answer instead of the PR "we're looking into these and they will be addressed in future patches" which has proven to be false ever since Early Access. But, I want to know if many of the broken abilities and interactions that you have been continually made aware of will ever be fixed or if you officially mentality is "the modders can deal with that". This comes from seeing one of the community managers state that there are still "a number" of patches and fixes planned to be implemented still before the game is completely washed from Larian's hands.
This is only a handful of things off the top of my head:
• Monks, nor any character for that matter, do not have access to Unarmed Strike at all times; regardless if they are currently "holding" a weapon in their hands. In table top, Unarmed attacks are NOT just empty-handed strikes and are capable of being used at any time, even if you are - for example - wielding a quarterstaff or club in your hand(s). Why this is an issue - for Monks, it means that they are the only class in BG3 that cannot "benefit" from the abilities/passives of a melee weapon they have equipped while also being able to utilize their strongest attacks (unarmed strikes and the plethora of gear surrounding them). The -only- situation that comes to mind why they would have ignored this is because Monk's would be able to wield the Club of Hill Giant Strength to get 19 Strength and freely use their unarmed attacks with Tavern Brawler modifying them -- not that they can't already, but it means they lose one Unarmed Strike due to having to use their weapon to attack.
• Druid Wildshape cannot re-cast/re-position concentration spells such as Moonbeam and Call Lightning - signature Druid spells - while in wildshape forms like they are capable of doing in tabletop.
• Druid Wildshape cannot use several class-based abilities and/or reactions in wildshape despite being able to retain any and all class-given abilities/features in the rules. Things this includes are: Barbarian's Rage (thus weakening the concept of the "Bar-Bear-ian" build which was built around Raging in Wildshape); Cleric reaction abilities such as Wrath of the Storm or Warding Flare; Paladin Divine Smite (next bullet brings up why); Monk Martial Arts bonus attack (first bulletin; animals/anyone can make Unarmed strikes at any time because they are NOT just empty-handed punches/kicks); and several more.
• Unarmed Strikes are not considered 'melee weapon attacks' as they are in the rules, and therefore do not properly apply several effects that they should be able to normally qualify for. (Not to be confused with being considered 'melee weapons' which they are not)
• Mage Hand has never functioned properly for anything but a 'sneak attack qualifier' and 'shove bot'. Mage Hand Legerdemain has been completely broken - the hand is incapable of picking up items; cannot use your tools to pick locks/disarm traps; is finicky opening chests/doors -- and seeing as it is the main feature of Arcane Tricksters that has been terrible since the game launched -- even more so when they "fixed" the bug that should have been a default feature for Arcane Tricksters anyway - the bug being that any spell cast that required an attack roll qualified for sneak attack damage - something I've always said AT's should have gotten as part of Magical Ambush.
• When multiclassing - several abilities become rather finicky when it comes to 'spell casting ability' used -- taking the ability of your most recently ADDED class rather than most recently LEVELED class (this is giving the game lenience because it cannot freely "choose" what ability to use like players normally would be able to). So this creates situations where sometimes things get broken if you level Class A, Class B, Class A - where you get stuck using Class B's spell casting ability for things like weapon-granted spell abilities and such; or equipment based buffs like the Diadem of Arcane Synergy or Necklace of Elemental Augmentation.
• Similarly, instead of the rule of "first granted, first kept" when it comes to Barbarian Unarmored Defense and Monk's feature of the same name (meaning, whichever class you were granted it first is the one that applies) - the game overrides the feature if you, for example, were to multiclass the two classes - the 'second' class applied is the one that grants and applies the Unarmored Defense rather than the one you started with.
• Warlock Spell Slots still do not play nicely with Normal Spell Slots. If you possess normal and pact spell slots of the same level when casting/using a spell or smite; the game (at least on console, I have not tested on PC) does not allow you to choose WHICH spell slot gets used when you cast a spell or use something like Divine Smite -- so you cannot as freely choose to burn your short-rest-regenerating pact slots first while conserving your long-rest slots. Vice versa - many times if you try to cast a warlock-granted spell it forces you to use your pact slots first even if you have normal slots available at the same level.