Great theory there too bad half of it looks like Chinese to me. I've said it before, if it's not in the game, it's invalid. And I'm not talking about all these Easter eggs themselves, I'm talking about the context that the player need to realize their significance. When adapting anything into something else (in our case, a world setting into a video game) the adapted product must stand on its own. I don't particularly care about forgotten realms lore and I don't know much about it. But if a game set in the forgotten realms is good enough, it will tell me enough about it to enjoy it. There are aspects of FR lore that bg3 explains well enough, for example mind flyers and tedpoles. I don't need to know everything there is to know about them, just enough for the game to make sense. If I need to read dozens of FR lore pages just to understand the story, the story is bad.
Other than that, your theory doesn't address any of the main issues we raised regarding the flaws of the evil path, specifically the lack of incentives to presue it.
While I completely see your point, some of the more recent DnD adventures, that I played myself as well - have been significantly popular - because the players were constantly pushed towards certain goal. They were less about get lost doing random evil things and more about survival. This creates really interesting party dynamics. It also let's players deal with some interesting moral choices and can lead to a lot of surprise plot twists. Usually, when you look back at your choices, you are like: 'How didn't I see that? It was right there, in front of me...'
I believe Larian might gone onto similar route, dropping players as strangers in this world. Familiar enough to recognize some things, but quite chaotic and senseless. I hope things will get much clearer once we left Moonrise. I do enjoy puzzles and figuring stuff out, but the plot is all over the place right now.
“There is only one thing we say to Death: Not today.”