For targeting, one of the main challenges I have is getting the camera into a position where I can see both the target and source/attacker at the same time. This can get quite difficult, particularly with certain spells that have multiple confirmation clicks, or where there is environmental stuff or another body that could lead to misfire. Also when using stuff like the meta magic distant spell, or throwing across crazy distances, where the range is like right at the limit of the field of view. Here's an example...
It just takes a lot of fiddling to get the right angle, where the things I'm trying to see are also being obstructed by UI elements, say the Mini Map or the Portraits/status icons which tend to be at either end. If you F10 you lose everything but the cursor, so that runs an even greater risk of missclick. Also when things like verticality or ledges interrupt a jump, and the player then freezes and falls down to a lower level losing their bonus action on stuff like that. Even just basic movement trying to dash from one spot to another and avoid AoO or surfaces and such.
Another one I've noticed, is anytime I'm using the enlarge spell or playing with a large-sized summon, targeting the opponent in close combat melee within the field of view will display a message like "cannot target self" with a weapon attack.
This is similar to like corpses on top of other corpses on the ground where you can't click the one you're after, but a bit more intense on account of being in combat. In those situations I have to do stuff like drag my attack cursor to the portraits at the top of the screen, which is awkward. It would be nice if we could select out, friendlies from hostiles. Or if a grendade is thrown at a companion's feet and you need to pick it up, but can't click through the companion avatar, or swing the cam to a position where you can see the thing you're trying to interact with.
Finally, there are all the instances where you want the character to move max distance to close their range before taking their action (like for advantage say, or just to get the option to make an attack at all with a sightline) vs all the situations where you want the character to stand absolutely still and not move a single step.
Distant spell Misty step is a big one for that. Or dimension door, that's a good example of a spell where you really want to see the ghost preview of the source/caster and the targets. Many arrows too, especially the teleportation arrows, same deal there, but basically anytime when making a ranged attack and you want to make sure the character doesn't step into an attack or a surface.
I feel like these things should be hotkey'd, like with a click or a click/click as opposed to a click/hold, if that makes sense. But right now everything is a click/hold and keep the key depressed, with the confirmation of whatever action pegged to the final release of the mouse click. This is just rough on the fingers after a while. Like it's the same deal for me as having camera rotation pegged to the middle mouse wheel rather than RMB. It's fine for an hour, tough after 10, ya know heheh.
I think on the whole the BG3 UI is very much a hold/drag/slide stuff around type interface. It's grabby like that, and there's a certain charm to that I guess, the hotbar and inventory is very much like that, but then it can get to be a bit much. Like the windows often need to be slid and shifted, to insert stuff you've gotta slide other stuff around, to select a character you gotta go through this whole process, or manually group/ungroup and it's very depress the key/keep it held down, which again taxing ergonomically.
I don't know, we've been kicking around on this for a long long time, so I just don't know what all I can say on it, but my two biggest things would be this, and they don't even have to do specifically with party movement, but it would make it all so much easier for me...
For interface/view: Free Camera with a way for us to control pitch and raise or lower the camera POV by elevation along the Z axis.
Support for Y/X Axis inversion for targeting with the cursor. I've literally been playing upside down for 3 months now unmodded. That's how much I like this game! But for real, maybe we could get thrown a bone on that one, cause Native Camera Tweaks has exactly what I need. Like just give me that built in and I'm solid. Those are my big ones. I think peeps perhaps think camera pitch and axis inversion isn't an issue here cause the game is mostly iso and works fine that way, but then this breaks down when you pitch-in to eye level, aiming above or below the horizon/sightline. The game understands what's happening here, cause it's pegged to the zoom, but its using standard Y Axis at that point, when you switch from forwards/backwards to up/down. Targeting isn't just for attacks but for movement, so probably the best example I can think of would be something like the floating furniture platforms in Raz's Tower. Trying to get the camera where I wanted it, just to see the ground planes there, that sort of stuff. Currently very grueling as a Y invert, and I don't mean just on controller, it's the same for the mouse cursor in M&K, which is the main way I play this game, so any little bit on pitch control I would take in a heartbeat! Lol
Oh and formations! Mainly long lead and short lead follow (a way to set a follow distance for the group tether), then the line and the basic shapes there, but like based on the leadership order of the character portraits. This is also very grab/hold/slide currently, if you want to make grouping selections with the portraits on the left. A quick character selection via a menu similar to the current camp inventory menu would make me pretty happy at this point. Mostly this would affect non combat exploration and how the players enter initiative, and not really be applicable within combat, but generally what I want there is a way to join initiative as a party, even if ungrouped, so it doesn't go all real time weird there. So everyone can go TB at once, but also being able to do that without necessarily walking into the encounter all bunched together in a random diamond formation, or having to do tedious timing with ungroup and entering tb sequentially one by one. So you know, jumping to another character mid turn so you can enter initiative with everyone properly without losing a turn/round for your team, then returning to the initial character after doing that etc. Just takes a lot more fiddling around than I'd like. Some kind of shared initiative option for the ungrouped characters and summons, more or less, but just a 1-click type button, the same way stealth all or the group/ungroup all buttons work right now. The workaround of hitting group all again at the last second doesn't really work, cause unselected characters will attempt to close the distance to the selected character, when usually I want them to remain in position, but also join initiative and go TB when the currently selected character is doing so.
I feel like this could be a toggle and cut down a lot of micromanaging for pre-positioning the party. The group hide type buttons could also re-duplicate under the current leader position, like for co-op or trio type group formations but where 1 player might still be controlling several summons or companions at a time, but not necessarily all of them, like in SP. Essentially so the group commands are keying off just the characters that are currently grouped together, instead of the whole gang. For the 2/2 and 3/1 splits. Then maybe enlarged icons for active concentration spells, and reworking the status icons by the leader portraits so they display vertically instead of horizontally. Right now they can take up almost a 6th of the screen, but going vertical in say 2 or 3 columns for the status icons, we could probably get more screen real estate for the field of view, and larger/taller portraits and status icons at the same time. Just being able to minimize specific elements of the UI, especially the mini map, but while keeping other stuff up so we can still interface with it, like the cursor/portraits or status icons or toggles etc. That would be useful I think.