Honestly, the way I see it working is as follows:
If there is dialogue options that are class or race dependent, the game shows (And I'm making up this dialogue but you get the point) "4. (Druid) (Character Name) I will not let you attack anymore beasts!" or "4. (Githyanki) (La'zeal) We will enter the creche! Move!"
Not sure I’m picturing what you mean here. This sounds like what we already have, except are you saying that we should be given all the class/background/race options for everyone in the party not just the person who originated the dialogue?
I’d also hope that protagonist dialogue options are given different flavours for origin characters and even potentially for Tav depending on how the story progresses, which could lead to this getting really messy if there were an option for every single different line anyone in the party could say at any point.
And if it's a skill check, then the boosts at the bottom (Where you can choose to cast Aid before rolling, if you have it) will also show who's best for the roll. You can click on them to make them roll, or just roll with whoever is doing the skillcheck.
This way, you can see that there's an option for proper dialogue, or see that a party member has a better roll, but you can also ignore it if you want.
Are you saying here that when there’s a skill check option that is common to dialogue that could be spoken by multiple characters, we are given a further option to pick who makes it on the dice roll screen? If so, I’m not sure about that as I would want the person who is saying the line to make the check, and to be able to pick the speaker before the line, as well as to choose who replies even for dialogue that’s not character-specific or doesn’t involve skill checks.
It also feels a bit too much like hand-holding for my taste. I’d still prefer to be able to see what an NPC says then decide who would try to respond to it, select them, and see all the lines they could say. I feel I should know my party well enough to make a choice of who should respond to a specific point without having it all laid out in multiple-choice fashion, and the game does give us a reminder of how good the selected character is at particular checks if we hover over the check type.
That’s for single player. Multi-player, I think each party member involved in the conversation should see what they personally could say in response to an NPC, but not exactly what their companions might say. There could then be different ways of handling who actually responds. It might just be a matter of who clicks first, which would rely on good manners or offline conventions to make sure that someone didn’t always hog the conversation by racing to select an option. Or perhaps the conversation stays with the current talker but the rest of the party have the option to indicate if they’d like to be tagged in and the current conversation controller would have the option to then hand over to them in a similar way to a single player selecting another party member. This would be done without knowing exactly what they might say or how good they might be at any checks involved, but this feels more true to TT than having everything laid out to everyone.