Here are my observations and noted bugs (outside of random crashes) feel free to comment and add anything to be investigated and I'll update.

**SPOILER WARNING** Some minor spoilers in reporting

Baldur's Gate 3 Bugs/Fixes needed

-Animal Companion and Familiar occupy same slot and shouldn't (can not have both out at the same time, summoning a familiar removed the companion and vice versa)
-Animal Companion disappears on long rest (should have no disappear timer)
-Hot bar logic does not autogroup spells/actions/items
-Hot bar does not auto-assign some spells to bar (ie Guiding Bolt lvl 2 does not auto assign to bar)
-Some assigned spells will unassign from the hotbar randomly (ie Guiding Bolt lvl 2 will disappear from the hotbar)
-NPC models movement either robotic/unnatural or just plain doesn't work in dialog (primarily hands, wth is wrong with everyone's hands?)
-Character model interaction with Scratch is very bad for smaller characters (gnome, halfing, dwarf) causes very weird spacing issues
-Charmed NPC/enemies shouldn't be able to shove caster, this is an "attack" and not how the spell works (especially when they shove them to their death)
-Ability points cost bugged. In character creation it takes 2 ability point to raise an ability by 1 after 13 or 14 (before racial traits are applied). Also a starting cap at 15 (again before racial traits are applied). Ability score improvement should be consistent 1:1. Also low cap should be at 6 and top cap at 16 or 17.
-Character and NPC pathing are bad. Clicking to reach a far location out of combat will have character or NPC run directly through visible hazards (ie fire, acid pool, poison cloud) that could be easily avoided. When grouped NPC character will just stand in said hazard and take damage. Too much party micromanaging required to do basic, out of combat environment manuveuring.
-Item thumbnails missing, some quest items, bloodstones, certain status effects, various items all have a "?" for the thumbnail image
-Perception checks, "revealed" trap, item, door, etc are usually VERY poorly highlighted. The character passes the perception check then I spend several min trying to do an IRL perception check to see what the character saw. This needs to be fixed.
-Camera Control. Just, in general. It is extremely difficult to manuever, especially in multi-level combat. Particular examples include cursor selects items on the wrong level or an inaccessible level, can not get the camera to go high enough to target enemies above the player level, can not zoom in far enough to correctly select enemy or item below character level, camera randomly spins into a wall or through the map. Very frustrating camera controls
-Animal Companion AI. Animal companion regularly gets stuck in a different part of the map, doesn't join the party, will fail to join combat, etc. Even had one where it wouldn't go through the effect aura of a certain plant in the Underdark with the rest of the party Please fix their AI, using either pathing and use of simple abilities such as jump or just use a "catch up" teleport to bring Companion to party after a certain distance.
-Trade selection in trading is useless/confusing/pointless. Either change or remove. Also in Barter section, clicking the "Barter" button should autobalance the transaction. It should NOT cause me to "gift" all of my selected items I wanted to sell to the vendor with no return. A buyback or undo selection would be another alternative.
-Enemy turn time in combat is extremely slow in some cases. Good specific example was Woad/Mephit fight southeast of the bog. Once the Mephit summons were complete and field was full was taking over 5 mins per turn of enemy actions. In which they did nothing to very little.
-Left Alt/Show World Tooltips shows some things, not others, not sure what the parameters are for what shows, but it feels very random and like it misses a lot that is in perception range. Needs work.
-Left Alt/Show world tooltips should allow right click option. Some bags, pouches, books, etc. Are very hard to target so using the Left Alt tooltip is great, except it just wants to pick everything up including some containers. Allow right click of displayed tooltip so we can open, read or pick up as needed.
-Turn timer for some hazards broken. IE acid pools from spells, items and attacks show a turn timer of 60 turn but do not run down. Fires burn out but ice, poison and acid seem to just persist. All player or enemy causes hazards should disappate. Natural hazards persisting is fine.
-Model clipping with armor and clothing. Specifically Tiefling horns with circlets and helmets and Astarions hair "fluffing" through helmets.





Suggested QoL adjustments
-Change skill/dialog check system- Instead of lowering or raising the skill DC based on characters modifiers, show a set DC then show a +X (X being total bonuses to check) next to the dice roll total. This is how it should actually work mechanics wise and the repeatedly very low rolls feel less trashy when the modifier is added where the player can see it.
-Provide SOME feedback on how difficult a dialog option might appear to be if selected. Selecting something that "looks" like an easy to pass dialog check (such as telling the truth to a non-hostile NPC) then finding out it is a DC18 to pass with no way to back up and try again is frustrating to say the least. Not necessarily the exact DC displayed but perhaps an EASY/MEDIUM/HARD or some insight to see what they might appear to be open to.
-Allow skills and combat actions to be applied by clicking on PC/enemy portraits after selecting the skill. The camera needs a lot of work and it can be difficult to click exactly correctly on a crowded field
-Dialog trees that go no where. Problematic. Why regardless of how I answer certain NPC's we always get the same result? Specific full branch testing with Raphael dialog. Big let down that everything went to the same end.
--Multiselection in inventory. Need to be able to select multiple items for move to other character or send to camp as bulk move. Inventory management far too time consuming as is.
-Manual Waypointing. This should be a thing. Especially in MP. Being able to mark a location to guide party members to points of interest, meeting area or target zone is important.
-In camp party menus for equipment, character sheets and leveling should include all companions in the camp. Let us outfit everyone at once.
-Swapping party members in camp requires too many steps, why do we have to go individually talk to who we are dismissing and who we want. Needs to be a quick menu option.
-Swapping out dead companions. Dead party members can not be removed from the party in camp and replaced. Other companions still remark that the party is full. If we have 5 possible companions, one is dead and no way or not enough gold to revive, should still be able to swap to other companions.
-Suprise round/actions. This is overly complicated. Requiring me to ensure all party members are hidden, then activate them one at a time after combat starts, at which point they get initiatives. Its too much. If I force turn based before starting my ambush, I should be able to control all members of my party for that round then start combat. In DND turns are 6 seconds of real time. I'm sure that if my entire party shoved, stabbed, cast and blugeoned within the same 6 second time frame, it would be a reasonable suprise round.
-"Prepare an action". This is a mechanic needed. Maybe simplified to an attack, spell or activation, but we should have this. If I am using strategy to bait an enemy mob into my party and everyone EXCEPT the bait rolls really high initiative, They should be able to "prepare to fire" at the first available enemy or "trigger the trap" when the enemy appears, not just "skip turn" and sit on their loins.
-Importing characters to MP games. I would like to see the ability to choose a character you already have when joining an MP session. You can even reset it to the party level, but sometimes I don't want to pilot a new character or even worse, an NPC companion. Parties should be able to "hot swap" player controlled characters from each player that joins or leaves.

Personal observations
- Dice rolls. RNG is RNG, understandable. But on a d20 roll roughly 50% of the rolls should be over 10. It appears to roll under 5 FAR more frequently than it should (40%+ of rolls). I think this can be much less frustrating with the first suggested QOL adjustment but also may need to be investigated
- No bard? I know its in EA but bard REALLY should have been a starting class. I would have been ok without a Warlock in exchange for the Bard class. I was probably more disappointed than I should have been when I went to make a second character just to really realize there was no bard option.
- Level 4 cap? Really? Why? 1 more level would have given all the classes a much more complete feel and ability to really test them out but you stopped at 4 before any of them really "advance" at all. If you didn't have level 5 ready for these starting classes, the game probably should have been delayed a little longer. If you do, they should be in the EA.
-Class features. All in all a really good job sticking to the source material (ie PHB) for most of the class feature selections and most of the changes make sense for adaptation to the video game media but some are just weird. Example: Rangers. PHB Favored Enemy and Natural explorer are set class features, Favored Enemy giving advantages against certain enemy types and Natural Explorer giving party and individual advantages in a chosen terrain type. I understand why those may not work in the game. Why, however did you use Favored Enemy and Natural Explorer instead of Archetype and Subclass. The name change doesn't make any sense to anyone who plays pen and paper DND and has no effect on the gameplay or character building for non-DND players.
-Why is EVERYONE you are "supposed" to go to about the tadpole in your brain a murderhobo or just screws you over? Other than being able to loot their dead body if you win, there is 0 benefit to even trying to talk to them about it. Even the druid tries to kill you. I did all of the starting ones (including the hag) before going to the one all the companion dialog seemed to push (Githyanki creche) so when I finally said, "Ok, you got me, I'm being stubborn. Let's go where you tell me." and IMMEDIATELY, with the githyanki companion present, they just try to slaughter me. It makes completing these quest segements increasingly more frustrating. WHY?
-Mohawks. Yeah I know, minor style gripe but any game with a customizable character worth its salt has a straight up mohawk option. Where is my mohawk. Time NOW, Larian.