I saw the video and I must confess I didn't realized this thing with the keywords/paraphrasing. If that's the case... well, I'll jump to the "classic" dialogue system wagon. I never really liked the paraphrasing system. I understand the multiple reasons developers could argue to defend its implementation, but no matter how well refined is, it always seems inferior to "full lines" presentation.

Not only feels weird not to be able to know wich words exactly your character is going to say, but, as many have said already, something inherent to Divinity games seems to be lost in the process.