I was about to write up something similar, but here it is, so I'll just add to it. I've got one major issue and one smaller issue.

The major issue is what is being described by OP. My best example of this is interacting with the devil (second time visiting camp). I just tried pretty much all options in that dialogue, ranging from "I agree" to "Draw your weapons". No matter what I said or did I didn't see any changed dialogue from the devil, with one exception. No matter if I accept his offer, am unsure about it, or threaten to kill him, he'll still tell me he'll be back later, and most of the lines are exactly the same. *The one exception is that he hoped for /or/ enjoy when I put up a fight.

So what's the point in the illusion of a choice? If he had an arrogant attitude and spoke to me like I was beneath him I wouldn't mind much, because it would be in character for him to ignore any of my input to the conversation, but instead he's trying to influence me and keep up a pretense. I do get that the outcome will be the same no matter what, because it's important to the plot, but the way that outcome is presented to the player is still very important. An alternative to what's currently in EA would be if there os a range of outcomes like 1) staying in human shape during the conversation, not revealing his true self, 2) exposing himself as a devil, but keeping it pleasant, or 3) exposing himself as a devil, and straight up telling you that you suck and that it's not really a choice anyway. If I could affect the dialogue in that way then it would make sense to me, and he would reveal different pieces of information depending on your approach and your choices.

The minor issue can be exemplified by the conversation with the two brother and Ethel down by the swamp. When Ethel lies to the brothers you can do an investigation check(?) and reveal that she's holding something back. If you succeed with the check, one of your dialogue options will change slightly. Instead of just accusing her, you will accuse her with a bit more certainty. Her response is pretty much the same though, and it certainly doesn't affect the interaction with her later or the outcome of the situation. Neither does it provide you with any useful information or piece of lore that will at least give you as a player a better understanding. The question, just like before, is what the point is of such a check and dialogue change if nothing happens?

Once again, I get that the plot require certain outcomes, but all the choices (plot related or not) should have an effect on the main protagonist, the party or the world, and preferably so in a way that comes back to bite you in the ass or reward you at a later stage, and depending on later choices.