I wanted to post my response to Early Access so far to contribute back to this experience I've really enjoyed for about 50 hours now.

The first thing I want to say is that using the 5e ruleset is amazing and is one of the things that really feels like the tabletop experience truly translated into cRPG for once. Many rulesets for cRPG's are not nearly as polished as 5e DnD. When I imagine newcomers learning how to play BG3, they are also learning to play 5e which is another win in my book. That's the mindset I am framing my feedback with.


Turn-based over Real-time with Pause = Positive. Having the license to use the 5e ruleset means using the benefits it has. 5e is very much about actions, bonus actions, action economy. It makes perfect sense to match the turn-based gameplay. Concurrent player turns w/ equal initiative flows really well and I enjoyed that.
4-player parties = Positive. I am tempted to want 5 party members, but I can agree with 4 for encounter balance and complexity reasons.
Benefits for high ground / backstabbing = Positive. Obviously not a part of 5e. But it is really intuitive and the ability to play with positioning is great. I don't know if the tuning is perfect, but I enjoy this.
High availability of Consumable Items = Positive. I am so grateful that there is no need for a dedicated healer. Playing with all the potions and scrolls is great fun.
Player movement = Positive. Jumping never gets old. I feel like the experience gains a lot from exploring vertically.

Rest mechanics = Improve In my first playthrough I only long-rested four times, in my second playthrough I'm in the Underdark and have long-rested zero times. I am aware this leans to a different extreme to how people have been playing but that felt more appropriate to me. However I am not super happy with how available long rests are and with only having 1 short rest per day. In particular I think long-resting anywhere does not make for good gameplay nor translates the tabletop intentions well.
Summons = Improve. The spider and imp feel a little overtuned. In particular the imp is both the perfect scout, and can also discover waypoints. Hiding in a corner and attacking enemies with endless summons makes it possible to assassinate any NPC pretty easily and I don't know if that should be within player limits.
Dump Stats = Improve I really appreciate what was done to make Str solid on everyone. I am hoping the same can be done for INT and CHA.
Tooltips = Improve I would like to know which save a spell uses without having to search online
Controls = Improve I experienced some issues with the hotbar not letting me use items by clicking on them. I would appreciate companions auto-jumping as part of their pathing if my controlled character does the same.
Barter/Trade = Improve I didn't enjoy this system. Buying/selling items at their current prices feels awful and having to disregard the tooltip prices for everything seems like a waste.
Crime actions = Improve My opinion is that the DC for pickpocketing merchants is too low. Their items are generally quite good and my experience is that the risk/reward is off.

Miscellaneous
- I would like to see Grappling as a bonus action. I think it would be great if it prevents the Grappled target from being able to Jump away? I strongly think the game would benefit from more options for bonus actions.
- Dodge (re)action?
- Actions/Bonus actions involving INT or CHA would really go a long way (as the most common dump stats). What comes to mind are to analyze or recall knowledge about an enemy with INT, and to taunt or intimidate an enemy with CHA to increase or decrease aggro respectively.