That's the idea for original post: to get information (from articles, journalists, who gave the right set of questions) - what are the things Larian wouldn't budge on.
It would save so much time for so much people to direct their feedback whenever it is needed, or simply get off the horse because it is going the wrong way, for them.
Story feedback is very important then, because of the resource cost associated with making changes there. I'm not sure if there has been a lot of news on that front at all.
I think all feedback is important. I've seen people change a horse's direction and even use necromancy to beat dead horse back to life. The evil path is a good example. Only 10 to maybe 30 percent of people play evil playthroughs and a number of devs have said "not enough interest to justify the resource cost" I was on the Bioware forums back when people were demanding more evil options and the devs said -- time and time again -- that the FR were a heroic setting and heroism would always be the default and evil parties would have limited options.
And fans of evil RP beat that horse and beat that horse until they got RPG devs to commit to providing a viable evil path and even develop games that took evil as the default. Even though the Tyranny sales numbers (once again) confirm that 'evil path' is a highly vocal niche audience, that rotting horse gallops along.
We can learn much from the ways of the necromancers.
Let me beat that horse some more. NWN 2 OC/mask of the betrayer/mysteries of westgate had a viable evil path and it worked well. They were set in a D&D setting. BG2 had an evil ending (the path it self could have used a bit more work but it was there). Just because you don't like to play as evil is no reason to cut other people off from what they enjoy in a -roleplaying- game. And nobody forces you to only play a game once, you can replay it and enjoy different paths. As for Tyranny it sounded not very evil to me, I played it for a short while and everywhere there were options to work around being evil and actually be good. I found that very disappointing and somewhat embarrassing. If you say you're going to make an evil focused game then stick to your guns. On top of that I didn't found the setting very appealing since you basically start at the ending where evil has already won. It's the journey that interests me, the rest is just bureaucratic drivel.