I think that your conversations with the Hooded Skeleton, who later turns up in camp to provide resurrection services, offer pretty heavy foreshadowing. He wants to know what value the PC places on a mortal life and if the PC says it depends on the life wonders on what basis you will choose. To me that suggests that the player will be making significant judgments, possibly concerning which companions survive, perhaps in another context (the new Jergal?)

I'm personally OK with not all companions surviving the first act, since I really dislike having unused companions sitting around waiting for me to call on them. Never knowing whether the entire camp will need to rally to an effort like the defense of Denerim, I feel like they need to be equipped, carry healing potions, and have their skills leveled, even if I'm not actively using them. Since reputation matters, I also need to chat them up. On the other hand I don't want to discover too late that I no longer have access to a needed skill set (for instance will my ranger continue to provide more or less adequate lock-picking). To me, having a bit of party turnover (as companions die, decide they don't like you, or just have agendas they want to pursue on their own once the tadpole issue is resolved), seems entirely natural. Meeting possible new companions in Baldur's Gate is something to look forward to. Being forced to group with companions your character might not normally choose after the crash is true to the situation, and I consider the first act companions to be well enough designed that having to rely on them isn't really a hardship.

Having now played a bit of the game, I still think six companions would be too many--a balancing and pathing problem--but five might be nice.