I hope they go for a solution where you can potentially lose some companions based on your choices but others might stay available for your entire quest due to other choices, so you at least have the opportunity to switch things up a bit, and maybe kill a party member or two if they get too uppity
That's an interesting point. If your party is locked in after Act 1, does that mean that however you treat your companions, they'll never leave the group because there are no longer any replacements?
Seems weird, but maybe DOS 2 worked that way too, I can't remember. There wasn't as much intra-party friction in that game.