I believe an extra line break after each numbered bullet would have been nice.
Most of the things you said are great ideas, and would indeed have been very nice, but such things require *a lot* of thoughts put into them. I'm sure the devs/writers put a lot of thoughts into these details, but probably not to that extent, seeing as there are so many quests and other things to work on. They would have to imagine being in the shoes of a good/neutral/evil character then try to come up with ideas as for what kind of actions/reactions would be appropriate for said character. And then there are various degrees of "good" and "evil", too. For one person to imagine all possible impacts one simple event may have on players, then come up with "appropriate" reactions fitting various degrees of good and evil... And all this for one single event, which may be minor. That's a lot to ask for, and the ideas you listed here will remain a "luxury" kind of thing, even though they could be fantastic.
The Forest Tiger: What was the reasoning behind this encounter? Is it purely a "make you feel bad" trap? I don't know, but thankfully I was never bothered by it. In my 2nd playthrough I simply never talked to the thing, after I found out it's a situation you cannot win.
The Buttons situation: after teleporting the girl away I stayed there for a good while because I was so baffled that there was absolutely nothing I could do about it (don't remember if you can kill it; I think you can). It's only *natural* that you would expect that there is something you can do for the cat, just for the sake of tying up that loose end. But no. There's nothing. This shouldn't even require any thought put into it. Having the cat just staying there without giving you any option to do anything, even talking, is inexplicably sloppy. Like, "So, guys, there's still this CAT RIGHT HERE, should we do SOMETHING about it?"
As for the other things - "heart to heart" talk, and the whole "romance" part - let's face it: the whole "party bonding" thing is new territory for Larian. The so-called "companion reactions" to events feel very forced, and the things they say during these interjections are shallow and feel half-hearted. Everything romance-related was shoehorned in just so you can say "yeeaah there is some romance in the game". It's... well, bad. Compared to other games that have these things, like PST, BG, ME, DA, this is very bad. I completely avoided all romance-related dialogue choices in my 2nd playthrough.
This is why powerful modding tools such as those available for the IE games, FO/TES games, DAO, are invaluable because with them we can mod the hell out of the game and fix things we don't like and add things we like, instead of asking / begging / complaining on forums. I learned to mod the BG games, TESIV and V, and DAO, and, in a manner of speaking, I made these games completely *mine*.