I agree. Especially on the dragon flying away part, though obviously if there is a chance of a fight, we as players need that Dragon gone or it's beyond impossible.

I haven't done the encounter since patch 6 (so my info might be a bit out of date), but I always took issue with the timing of this encounter, and especially so if you have Laezel in your party at the time.

1. It can happen way too early and too easily. If you have Laezel in your party she practically leads you straight into them. Now, that's ok if there are multiple endings, but in virtually every case in the past, this always lead to a ridiculous fight. One you had little to no hope in if lvl 1-3, other than to know it's coming and cheese it, or come back later and have a chance at it. That to me (if it was to stay as is and isn't just an EA placeholder) is poor design, because the player hasn't a hope in hell of knowing this first time round. This isn't a "loop" game, it's an RPG.

Yes you get a cut scene warning you the Gith are there and without Laezel your team should perhaps see that they're a problem (an Origin character should probably whisper something to that end) and then, ok, you're choice if you engage.

However WITH Laezel in your party, the game, via Laezel, practically drags you into this encounter and it should mean you have a high(er) chance of succeeding through dialogue / have an alternative outcome where you are perhaps captured if it goes badly, or yes choose "to the death" if you're mad enough.

2. With Laezel in tow, there should also only be a very small chance she let's you take the lead on this. I appreciate RPG standards give the lead role to the player's character, but in this regard it doesn't make sense, unless I have a very high Charisma and I "persuade" Laezel that "I got this". To boot should you start but then fail the initial conversation with the Gith, they should want to default to talking only with Laezel (I think in part this does happen, but it should be more forced).

3. Shadowheart and "the item".
Now I appreciate this hunting party are ouf for the item and are technically less interested in helping you with the tadpole issue, but IF you haven't got Shadowheart in the party, or the item on your persons, then deception regarding this item's whereabouts should be easier. Maybe even you let the guards search you, again leading to capture if they don't believe you, because killing you isn't going to help them find it any sooner.

In both instances this could either lead you to the creche willingly or as prisoners. We haven't seen the Creche, so we can't guess as to whether this is even a place we want to be, but Laezel is adamant that we use that method of removing the critter asap, so other than the fact she uses a term that makes me doubt it ends well, its the most in our face option there is at the start of the adventure and more prominant than the Druid's grove.