@GM I'd absolutely hate that Short rests bring us back to camp tbh. Being teleported in pocket camps even more is not a good option to me. On top of that, it wouldn't make sense to me roleplay or immersion-wise to go back to camp to take a short rest. Gameplay-wise, we would just loose time for the sake of cutscenes (not a lot let's be honnest but whatever).
That's just being put forth as a quick fix in case there's some technical reason why the cutscenes would only work set at camp.
Exactly. Honestly, I'd prefer if as many dialogues were able to be outside camp as possible. I'd love SRs to be done right smack dab where you trigger them, and they are unable to be triggered in certain dangerous locations - like directly under the phase spiders in the Whispering Depths. Dumbest thing I've ever seen - but if not, at least send us temporarily to camp for SR so they can be triggered via SR as well; not just LR, so we can make sure we're triggering as many dialogues as we can.
As for why the queue won't work, it really depends on the dialogue. I can't remember a lot of the dialogues off hand, which is why I kept using the SH and Gale beginning dialogues as examples. After meeting Nettie, those first few SH and Gale dialogues would make no sense and be weird. If you cut straight to Nettie, the game shouldn't trigger those initial dialogues because they only make sense if triggered before you meet Nettie. That's one of the big reasons why I think SR triggering dialogues would help make sure people see those dialogues that might be kinda weird if you wait until some future point to trigger them.
There are other dialogues like those early ones. If you don't trigger them in the right order or at the right time, they become weird. Some, I know, aren't that way, and I'm not referring to those. But there are others. I'd have to play the game again and carefully go through it to tell you which ones. I just remember there were actually some that triggered out of sequence, and they were really odd.