Except it wouldn't require they treat the two modes any differently at all. The lines are already written; it's just a matter of choosing a default that gets used if the character isn't player-made.
It's not about the lines, but the dialogue system. It's not made for dialogues with more than two participants. And of course every such dialogue would require extensive scripting in order to let the companions participate in it. So of course that's a different take on the topic with a lot of additional work just for the SP part. I heavily doubt Larian would do that.
Actually, in DOS1 if you didn't want to manually walk both protagonists through their lines there was an option for protagonists - personality presets. They could, for example, automatically agree or disagree with each other, or follow one of the personality presets. I don't see how those presets are any different than origins. Everything already is set in the game, AI companions just have to consistently use their origin lines, or tags when origin lines are not available. And since there are no perks that are affected by replies I see no repercussions for devs to make AI replies automatic by default.
In DOS1 you couldn't even talk to NPCs with your companions. In most cases the NPCs then said "I only talk with your master." That's exactly what I want for DOS2 as well. You shouldn't be able to use every four characters for dialogues with NPCs.
And my critique isn't about the situations in which you can agree or disagree with your companions. Actually it's not about that at all! It's about each and every normal dialogue with NPCs (see my screen in the first post). Giving the companions behavioural presets is fine with me, that would "fix" the situations of party discussions. But that has again nothing to do with how normal dialogue between one party member and an NPC is treated (and fixed).