Yeah, I gotta say I too enjoy the ability to Cast an action spell and a bonus action spell in the same round and not be limited to choosing to either Casting a cantrip then bonus action healing word or shield of faith OR choosing Cure wounds and wasting my bonus action doing nothing because clerics have exactly 0 cantrips that are bonus actions. The ONLY thing that clerics have at early level that allows them to have a full action and bonus action every turn Larian hasn't added yet and that is spiritual weapon. because then at least you can enter battle round one you shouldn't need to heal at all so yo can Example: Action> Sacred Flame, Bonus Action> Spiritual Weapon from there as the fight progresses whether you Heal or Bless or w/e you can always use your spiritual weapon to bonus action attack the enemy.
So, I guess what I am getting at is this. In BG3 I am fine with the fact that they have removed the one spell/ one cantrip limitation to spell casting, BUT if Larian wants to give Clerics back their spiritual weapon I'd be fine with the classic 5e rules.
That said... in later levels (whether Larian decides to keep it the way they have it or to implement the 5e RAW on this matter) the big bosses tend to be kinda bullshit with action economy anyway, because not only do they have whatever "normal" abilities their cast of creature/ class of character would have they also get legendary abilities. (though I suppose depending on how much you use your tadpole, you and your companions might end up with some pretty bullshit abilities too)
Honestly, as a player, absolutely. I like no limitation on casting, especially at lower levels. And, I'm actually fine with Larian NOT implementing the limit as long as enemies aren't utilizing it like I described. THAT'S where the problem will come in. The last thing I want is for Larian to have some crazy high level wizard or cleric running up to your party to get at point blank range to the closest and then casting Spirit Shroud as a Bonus Action and then Fireball as an Action at 10 feet away from everyone in the party. 8d6 damage for Fireball plus 1d8 extra damage for Spirit Shroud plus nobody in your party can heal for one whole turn.
The main purpose of a lot of limits in D&D is because it is multi-player. You want everyone in the party to feel important. When you are doing single player, it isn't as imperative to have everyone balanced out. For example, who cares if Lae'zel is as tough as your custom MC? Lae'zel isn't someone you made, and she doesn't represent YOU - at least unless you're playing her after full release. But the point is, if YOU are unbalanced and super OP, that's not as big of a deal in a video game that is only single player because you are the star. No one else is.
The moment you make it multiplayer, though, that's when it becomes an issue, and BG3 is a multiplayer game. The last thing you want is to be a cleric who feels like the wizard is super OP and killing everything, and you're just barely killing one or two bad guys to the wizard's 10-15 per battle. Suddenly, nobody wants to be anything but a wizard because they can long rest between battles and regain all their super powerful spells, and they can hurl high damage area of effect spells that can reduce enemies in mass quantities to cinders. Meanwhile, you're playing the pathetic cleric who can only hurl a single spell per round or take a single swing per round and maybe hopefully hurt a bad guy a little. Oh sure, you can heal pretty effectively, but Joe Wizard has lots of potions and can use them as Bonus Actions, so he can cast Fireball and Heal with a Superior Potion every round if he needs to. He doesn't need you.
THAT'S the kind of stuff I'm trying to point out here. Right now, Wizards are lame and limited because they're at level 1-4. So, we aren't seeing much firepower from them. Lift the cap, and watch the magic start to take over.