[quote=Katj]
But at the end of the day, its really about being just an option. I by far prefer pre-made companions (NOT pre-made player characters) as they make the world feel alive. With a game that has so much replayability I would actually like the option to create additional companions in additional playthroughs. I doubt I would do it during my first.
The problem with the option argument is that nothing exists in a vacuum. So its not about adding or taking its about shifting around, and the more options you have, that just means the less you have by default. for the option to be created it had to be removed from the given. So interesting characters are now only able to be experienced if you take them, yet you are now incentivized to not take them. It also allows for premade companions to be even worse in combat since people will say 'just bring a mercenary' if you point out silly things like shadowhearts 9 dex. Choice is often invoked as an excuse to shift blame i find.
wasteland 3 has combination parties, two must be premade characters and 4 are player made. You will note that 4 can be premade, only two must be player made, yet nobody considers it this way because the combat power of player made characters are always better than companions since for some reason developers think its a good idea to intentionally make suboptimal companions. Another problematic factor. If premade companions were optimized there would be less pressure to make a fully custom party. One could simply take the companions that fit and experiencee them that way as the party configuration you desire comes up for your playthrough. But given how bad premade companions are you are almost always better off making corrected dopplegangers
I suppose that could be an argument for a fix to the issue. Take option 3, but also optimize premade companion stats so they are at least sensible for their builds. Then you can experience them when convenient - when their archetype has a place in your party configuration.