I agree that the evil path definitely needs more work. The most baffling part is how none of your companions, the companions who are supposedly the evil ones of the game, are in favor of it. I honestly think that having a companion that's in favour of the Absolute path would make it at least a bit more reaosnable as a path to go down.
The other big problem is that we know so little about the cult. Sure, it's easy to say your character wants to join up with them and stab them in the back when they get an opportunity, but to what end? What do we actually know the cult has to offer us? We only get vague context clues that suggest the cult is meaningfully bigger than what we see in this area and maybe some forces beyond. No one else knows about the tadpoles so their usefulness as solution there is dubious. Maybe this is a path for a player that can say "what if?" but there are just so many what ifs and so little solid facts to ground ourselves in. There's vague indications of higher-ups that you could find, but again, it's all vague. Which ties into another issue I've had with the game recently; that this starting area gives you barely any context for world beyond it, and just as little reason to care about the area itself.