2. Conversation and cutscenes.
2.1. We should be able to use what we have in our inventory for a conversation.
For example making someone dying drink a health potion instead of casting healing on him (saving Findal).
2.2. If an NPC lies to us there should be insight check always and always with logical responce if we pass the check.
Nettie's "cure" was one piece of being artificially clueless for my drow rogue, while there should be insight check with 1-5 difficulty since Nettie nearly confess herself. Also that moment asks for knowledge check before we ask "What is it?". Some characters may be able to recognise the sting.
2.3. The cases when we are going to kill currently friendly NPC should be solvable throught dialog.
Like poisoning or luring into a trap with passing a deception ("Have a drink", "I need to show you something") and/or dexterity ("Oops, sorry for that (poisoned) niddle") check. Right now I feel really stupid coming to Kagha and telling her "I'm asked to kill you" to start a fight, while I have some deadly poison and wine with me.
2.4. Mitigate shoked and happy facial animations, please, or even better make it possible to choose our emotions somehow.
It seems inconsistent when my evil Lolth-sworn drow jokes around about how drow kill kids more often than enslave, chooses to entirely ignore little tiefling-girl problem and then stares super-shoked at her corpse.
2.5. Please, improve companions and coop-comrades involvement in cutscenes and conversations.
Make us being able to tell them to deal with some talking through dialog option and make their own dice-rolls. Also in some cutscenes companions seem missing, like when I already have Shadowheart, Gale, and then stumbling on Astarion with his knife and those two not even shown worried, not making a single move to help (Shadowheart maybe, but Gale doesn't strike me as the type).
2.6. Make companions more eager to talk.
If they want to talk about something right now, comment on current situation and we are free to talk, they should talk. If wouldn't click on Lae'zel and Gale I would never get their outbursts after Nettie's incident, but in reality that's something they would do without me asking.
2.7. Please, make companions more lively in the camp.
Calling me if they want to talk, talking to each other about our little adventures, walking around, keeping the fire, whatever, but not just playing same animation over and over.
2.8. Companions should approve/disapprove what we choose to do, not what we got on dice. If there are numbers somewhere behind approves, the failed attempt can be approved/disapproved less than succesful to adress that our little evil company loves succesful people more.
It's just how relationships work. We do not dislike someone, just because someone else didn't listen to his persuation attempt.
2.9. Either remove approvement/disapprovement for not very impactful deed of ours for companions that are not with us, either show us how they got to know.
It's cool that they know. It's strange that they know literally everything.
I like these ideas but there is no chance they will be able to implement them in a good and consistent way throughout the game, because there are way too many variables to account for. You should keep in mind this is not a d&d session but a video game, and you can't improvise on the spot like a human DM. You have to stick to the story you have. So if you need character to lie to you for the story to progress you can't have the player figuring it out mid sentence. You also can't have multiple options for every NPC you can kill in the game simply because it's too much work. The only thing they can do is give us more options than what we have right now, but they can't give us unlimited options.