I obviously prefer my stories to be more individually crafted and less emergent!
Same!
And to be the honest same here! But systemic design isn't the same as procedural generation. Being systemicaly consistant and being full of handcrafted content aren't mutually exclusive. While Wierd West has a decent amount of precedurally generated content and absraction it is not the requirement - Systemshock2, Dishonored, Messiah of Might and Magic, Thief1&2, Prey - they are all very handcrafted game. It is just that you engage with them through systems rather then though abstractions. That allows for a more tactile and potentially creative interactions.
BG3 is already full of systems - inventory, combining items, being caught when stealing etc. I just that BG3 could benefit from bring those systems to a bit higher standard of consistency and interactivity. I worry it is in danger of introducing tedium to the game, but no extra gameplay beyond what was scripted outside those systems.
Well, the good thing is that this thread made me continue my Weird West playthrough - which is an enjoyable, a-ok game, which brough my attention to a good example: DIGGING!
You can dig in BG3, but it being a new system it isn't utilised well at the moment. There is stuff to dig, but outside presentation issues - there is no interesting content to truly utilize it.
In Weird West (and games like Wasteland2&3) digging is part of the world - treasures are hidden (and I mean treasures - ones someone buried and you need to find clues to find, not large chests in maps dead-ends to "reward players for exploration"). Bodies can be buried and unburied. Graves in cementaries can be digged up with potential rewards and loss of reputation if spotted. That is kind of stuff that BG3 could use more of, I think. Create handcrafted content with systems you have, rather then having a scripted content with bunch of systems to the side.