I dunno if it is useful to post this, but an option to roll normal initiative rules when we are not doing COOP/MP would be much appreciated and in my opinion just flat out important to have to not have horrifying balance issues in user campaigns going beyond char level 20.
I do play a lot of 5e and my group tried some planned encounters where we had worries with team initiative and without, and team initiative proved a nightmare when 4 druids were doing their thing, in case you don't know, halfling druids with alert feat can get 2 full rounds if they win the initiative since they can hide behind sneaking summons, since druids also have sneak +10 spell and can wildshape into scary things when unable to hide surprise round + team initiative ended up in us never losing a single fight and gaining insane advantage from turn 1 by bringing our heavy summons into play and THEN buffing them in the next round before the enemy moved (Also we had a lengthy look in the rules whether team initiative put summons AHEAD of BEHIND of the initiative order and we were left even more shocked to realize it is ahead, so summons move after your party in team initiative, meaning summon heavy parties of 4 have a 4:1 ! action advantage. 4 times as many actions per turn as an equal sized CR rated encounter, that is. And since alert feat negates ambushes, even when ambushed we had never a disadvantage in any fight, even 3 cr levels higher.
This put an immense importance on the initiative roll far more so than the ruleset defines. Either way, after those tests I am now even firmer of the opinion that team initiative is gonna be an absolute balancing nightmare, but it should be made sure the balance is put in place for normal initiative rules.
Anyhow, that's what I wish to see in BG3, it is my only relative worry about the game by far.