Your #2 isn't so much a "writing" thing as a simple design choice. If what you want is more spaced out romance dialogues, all it takes is a few lines of code to check for story progression before triggering dialogues/events, combined with longer timers between dialogues/events. You're not saying anything about the actual quality of the writing in the games you've played.
Same for #3, it's more a game mechanics than writing. Basically you want a mechanics that allows party members to change their alignment over the course of the game? So they can never hate you and leave you? Far as I can tell, we don't simply "change". From good to evil or vice versa. It'd take major life events for such changes. I suppose we can do such a thing for one or two select companions like in BG2, sure, but for everyone? Otherwise, how do you propose we implement this kind of mechanics? Are you suggesting that we should be able to "mold" anyone's nature simply by having them follow us? Would people simply change from good to evil or vice versa just because they're tagging along with an evil or good character? Chances are what they'd do is they hate you and leave you.
Despite the topic title, you're not "suggesting" much. You're mostly stating what you like or dislike.
Last edited by Try2Handing; 18/09/19 07:45 PM.