Some things to note first: I have played both DOS games and greatly enjoyed them. I have never played Baldur's Gate, at all, so I cannot make comparisons. I have played D&D 5e and in fact still am, since about 2018, playing in one campaign and simultaneously DMing one myself, so I consider myself fairly knowledgeable in this regard. Finally, my current progress in the game is before entering the goblin camp.

Onto the actual post. I would like to first address an issue that seems to be a problem for a lot of people in the community.

Everyone is unfriendly:

From what I can tell, a lot of people are complaining that either the whole party, or every NPC, or literally everyone is needlessly unfriendly. I have not found that to be the case. I think you just encounter a lot of people in problematic situations. But despite that, there are certainly nice NPCs. Take Zevlor as an example (leader of the tiefling refugees). You first encounter him arguing with Aradin. Once he's calmed down though, he's very obviously revealed to be someone who just cares a lot about the people he is responsible for, and they are in a terrible situation. Tieflings are universally hated, they were driven away from their homes, and now they're in danger of being cast out into a wilderness infested with goblins and plenty of other dangers. It's a miracle he can keep a cool head and remain friendly.
For the party members, Gale is a joy to be around and hasn't been anything else so far. He takes the situation rather in stride and I love him for it. Of Wyll I haven't seen that much yet, but he's generally known by people as a hero and strives to keep up that image despite his own circumstances, claiming at least that it is to give those around him hope. Remarkable and, most certainly, not unfriendly at all.
Of course, there are unfriendly NPCs. Kagha is an obvious one - for the sake of remaining diplomatic I'll merely call her overzealous. Ultimately she wants to protect the grove. She is just very very extreme when it comes to her methods. Perhaps she's also panicked on the inside as she has to deal with a lot of responsibility dumped onto her shoulders, but that is mere speculation.
As for the other party members... Astarion I have not seen a lot of yet. Your first encounter with him starts off rather tense, but that is hardly surprising. Evidently this is not a standard D&D campaign where the player characters spontaneously decide they are best friends within 5 seconds of seeing each other for the first time. He is wary, rightfully so, and in his case "wary" apparently means "better kill before there is trouble". Extreme, I agree, but so seems to be his nature. Or alignment, more like.
I do agree, I must say, with the somewhat unfortunate side of the female party members. We have one evil fellow and two very friendly one among the males, and then we have both Lae'zel and Shadowheart as the females.
Shadowheart is... troubling, frankly. Even given the circumstances of a tadpole in her head, she is remarkably unfriendly and not willing to trust at all. I personally can still tolerate this when keeping in mind that she might be easier to get along with once the tadpole has been dealt with, but it is difficult.
Lae'zel, on the other hand, I like a lot. Yes, she is xenophobic. And very harsh. And not at all approving of literally anything that isn't getting the tadpole out. I also would like to mention, however, that for her the situation looks much worse than for anyone else. She is faced with the very real and immediate risk of not just turning into a mind flayer. For her, it would be turning into the mortal enemy of her entire race and no doubt a fate worse than death. I feel like she has every reason to be harsh. And I would very much like to get to know her once that immediate threat has been dealt with, and once she has reason to believe we are actually capable companions that she can trust.
But my personal opinion aside, this still means we have two female party members that are, if nothing else, leaning towards the less positive side. One friendly girl to even things out is likely a good idea.
Overall, I certainly understand that landing straight in a desperate situation with desperate people isn't for everyone. But I do think this is very justified and should not be changed. If we weren't just gamers sitting comfortably in our chairs playing (to shamelessly steal a phrase) a game about pretend elves, I think we'd also be very concerned about doing anything possible to get that tadpole out even a second earlier. Even if that meant ignoring other people in trouble.

With that matter sufficiently addressed (I hope), onto my own observations and feedback. Overall, I believe Larian has done a fantastic job implementing the 5e ruleset. It is everything I had hoped for and more. That's not to say it is without issues, however. I will talk about those I have come across so far.

Disengage/Jump:

I too find it a bit strange that both are combined into one, and that it is a bonus action. Jumping, technically, should not be any action at all, it is simply movement. But then again jumping has real use here, as opposed to normal D&D where nobody ever seems to have any reason to jump.
Disengage is another matter entirely. For one, it 100% should be separated. Disengage is not a single movement that doesn't provoke opportunity attacks. Disengage is "no opportunity attacks for the entire rest of your turn", and I think it is vital to keep that. As an action, that is. Perhaps this slightly weaker Disengage is appropriate as a bonus action, but I would prefer proper Disengage that costs an action. I fear that Rogues (and, if it is implemented later on, the goblin race) would lose a lot of their value otherwise, as they are unique in their ability to freely reposition and still stab an enemy on the same turn.

Fire:

This early, fire, in particular the fire bolt cantrip, seem to be just a little bit too much. When your HP is in the single digits or only slightly above, taking a d4 of damage per turn as a result of touching some fire seems a little too punishing. Simple suggestion: Make it possible to pat out the fire, on yourself or on a companion. This could easily be attached to the Help action.
More specifically, the fact that fire bolt creates a fire surface makes this cantrip too powerful. I can see that you already reduced its damage dice from a d10 to a d6 to balance it, but the problem I see is that the created surface essentially guarantees damage even on a miss. That's a bit very powerful for a cantrip.

Visibility of enemy statistics:

I am used to a world where, when I ponder whether to toss a cantrip at an enemy or use another spell slot, I ask my DM "How hurt does it look?". Then my DM gives me a response like "Looks pretty beat up already." Then I use the cantrip, deal damage, and the enemy does not die. I think that uncertainty adds a lot to combat and makes resource management a lot more challenging. Seeing accurate HP numbers for everyone entirely removes this issue. And that's only one problem - I see their exact AC, stats, even what they are resistant or vulnerable to! I believe that all of this should be hidden. A part of the challenge in D&D is observing your opponent (aka listening carefully to what your DM is describing) and then making an educated guess. Your enemy looks to be wearing heavy metal armor? Alright, attacks will probably miss, but it'll not be very dextrous then. Is your enemy an ogre that is not wearing armor? It will probably be easy to damage, but not easy to kill. If you can actually make these guesses, it feels all the more rewarding when you realize that you're right. As it is now, I can see the exact chances of success for every attack and even every spell I cast.
Two suggestions here:
1. Instead of numeric HP displays, make it simple colored HP bars or symbols. Not the kind that depletes - have the bar/symbol change color depending on the creature's overall state, from green (perfectly healthy) to red (about to fall over and die). This would be a reasonable way, or so I think, to display how injured/weakened an enemy is, without giving the exact details away.
2. Since added difficulty is never something for everyone, make it an option. Let players choose between full information (the current state) and partial information (HP bars as suggested above, anything else they need to either determine based on the monster's appearance or information learned and memorized in the world).


That, for the time being, is everything I wish to talk about. Let me again state that so far I have been having a lot of fun in Baldur's Gate 3 and the only thing distracting from my experience are the bugs you are trying very hard to squash, no doubt. Keep up the fantastic work, Larian Studios. From my point of view, no one in this whole world can make better RPGs than you guys.