One of the very first conversations in the game, where Dallis is confronting Atusa, has at least four participants. My memory of D:OS's toolset is very fuzzy, but if simply changing the speaker requires "extensive scripting," then they're in trouble.
With extensive scripting I mean that the game has A LOT of dialogues with a lot of possible combinations of party members. If you really want to add scripted party dialogues to the game you have to adjust and manually create A LOT of dialogues in various combinations which leads to, well, extensive scripting.

Maybe that'd be possible for certain, main quest relevant dialogues. But for the vast majority of "normal" dialogues with random NPCs or side quest NPCs that can't be a solution imo. It just require too much work. Work that only goes into SP without benefitting the coop/MP at all.
At this point we should think about realistic solutions for the general game and every single dialogue in it, not about dream solutions for specific dialogues or events.

It's not about the lines, but the dialogue system. It's not made for dialogues with more than two participants.
Why would we need a dialogue system here with more than two participants?
Well, because that was the idea above. I just reacted to it.
And if they all have something to say game shows their lines one by one. So I don't see what's the problem.
The game doesn't do that since it only shows dialogue lines for one character.