In this thread I’m going to collect some nitpicking for cutscenes and dialogues, but only script-wise and player's options-wise. I’m not going to talk about unpolished animations and obvious bugs. Also I'm excluding cutscenes and dialogues related to the camp specifically, they are another and more complicated story.

1. General.
1.1. Please allow us to bypass all the same repeating conversations with vendors after we talked to them the first time.
A) Place some interactable object that would work as a showcase near each vendor. The click on the object should open the trade window if the vendor is in place and alive.
or
B) Make the vendors say some random trade-related greeting (“Tell me if you see something” for example) and open the trade window immediately if they have nothing new to tell us.
1.2. Not only githyanki but all races of Underdark are quite familiar with illithids so they should be able to express some knowledge in dialogues instead of being clueless as all other races.
1.3. Companions should use telepathy to tell us their opinions on situations more often. At this point, they tend to say quite dangerous things out loud. For example Astarion tells us to attack Kagha right in front of her, the same Wyll protests against giving out the Grove position right in the middle of the conversation with Minthara, Lae’zel shouts about the tadpole in front of Zorru.
1.4. The presence of all companions must be taken into account in all cutscenes. They should have their animations, reactions, comments e.t.c. NPCs should acknowledge their presence as well.
1.5. When we are under Disguise Self the NPCs that already know us should not just opt to default conversation with another racial flavour, they should talk to us as someone new and not directly related to our achievements. For example, at the moment both Aaron and Dammon thank us again for defeating the goblins, if we use Self-Disguise, they shouldn't.

2. Nautoloid.
2.1. Lae’zel should take out her weapon when she jumps down to us. She was going to attack after all.
2.2. When we free Shadowheart, she again demonstrates that she is too bad at hiding things for a cleric of Shar. This time because she picks up the Mysterious Artefact from the tank so that we can clearly see it, while she could easily block our vision with her own body. To avoid this false depiction of her and show the Artifact to the player the circumstances should be made stronger than Shadowheart. Let’s make the Artifact fall out of the tank when we open it and Shadowheart will pick it up from the floor.

3. Roadside cliffs.
3.1. The introduction cutscene for Astarion needs an overhaul. How did he get the boar in this place? Every normal living creature is supposed to run away from the crashed Nautoloid. Why does he even need a boar, when he is pretending anyway? Why does he openly attack our character even if we have other companions with us? Does he expect to win a fight against a few people alone? How insolent must he be to make our character to ask him to join us after his hostility, instead of himself begging to take him with us? So many questions and no answers. The last question even creates a problem with his recruitment. You need to be a very merciful person to willingly recruit him under such conditions, but at the same time he is the best companion for an evil PC.
A) Replace the boar with an actual Intellect Devourer (or two) at some distance. Astarion should not claim that he has it cornered. He should pretend to be too afraid of the thing to engage himself.
B) If we have companions they should immediately decide to fight doesn't matter what our personal decision is. Astarion should try to drag our character a bit away from the Intellect Devourer and our companions, if he catches us.
C) After he will realize that our character is a victim just like him, he must both apologize and offer his services as an “experienced diplomat with some sleight of hands and wits” in our quest in search for a healer. He may even mention that as a nobleman and a magistrate employee he may have connections in Baldur’s Gate that may prove helpful if we get there.
D) Give us an option to humiliate him a bit before allowing to join us.
3.2. The first conversation with Gale is quite an unpleasant experience for non-wizards. Mostly because the game assumes that our character is ignorant and a bit stupid on every stage of that conversation.
A) Allow us to propose solutions like finding a cleric or druid, instead of going through the rest of Gale's “interrogation” after his question about the wizard.
B) Add some options for our characters that would show that we are well aware about our situation and do understand our prospect.
C) Stop Gale from comparing our character with a Rashemi if we demonstrated our knowledge.
D) Stop Gale from asking our character’s class once again if we already told him our class.
3.3. Damays and Nymessa are casually walking away after semi-hostile interaction like intimidation from our side. Give them an alternative script that would make them run away.