Giving exponentially more XP for higher level enemies and requiring exponentially more XP for each additional level would accomplish the same thing.
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And here's the complaints: "Evil" = more exp = one/two extra levels for hours more work and multiple playthroughs and guides
You have unsuccessfully validated why that extra work shouldnt be rewarded and why the, frankly, small difference is notable.
I don't follow your argument here. The npcs we are discussing are in the main low level with the combat ability of a dead rat. If you get into a fight with them, it typically lasts a few minutes at most.
What relevance do multiple playthroughs and guides have? These are used (or not used) by players adopting all play styles.
The "work" is minimal and the rewards are disproportionate. In the early stages of Fort Joy, a difference of a single level can changes battles from difficult to routine, so it is not a matter of a "small difference".