... It doesn't feel good leaving an undead cat, which has been standing watch over it's owner for god knows how long ... Is this just negligence or is one of your writers some kind of deviant personality? .. I definitely don't want stuff like this in DOS 3.
"Doesn't feel good" is exactly the point of a tragic story. It's supposed to make you feel sad. I don't think every storyline should have many outcomes because that takes away from the tragic nature of it. Too much choice can water down the story. I agree that there are situations where obvious dialog choices are missing. The writers should try to get to the desired outcome without omitting certain obvious things, but by other plot tools.
There is cruelty against all species in this game, not just animals btw.