Its like they just took all the most difficult enemy types and nerfed them all so you can beat them at level 8-12, then claimed 'we ran out of ideas for higher level content'.
Try fighting the Beholder colony at level 12 in BG2 lol.
All the stuff already in Act 3 could have been reasonably upscaled to allow for up to level 16 even.
Yep. I didn't even understand the waffling about "it's too high!" or whatever those half-hearted attempts to justify a level cap of 10 (though at least we got two more). The thing I don't like is that 12th Level is fine if that is how far you get, but if max out at the start of Act 3, you've got a lot of game left where you aren't changing at all. I want *some* change to give me that illusion of getting better that feels so good in games. I had some ideas I posted previously that didn't get much traction (so Larian won't pick them up), but if you want to dumb it down, you could say, for each Level you reach after 12th Level, you get a Skill Proficiency. I'd do more than that, personally, but I just offer that as an example to show you could allow progress that is (I think pretty clearly) not going to break the game.
Frankly, I think it should be standard practice for D&D games with Level caps to make the Level Cap maximum single-level. If you go up Levels beyond the cap, you get the abilities of each new class, but you only get the best combo of hp, starting proficiencies, and weapon/armor proficiencies. I'd even start handing out "gestalt" spell levels once you exceeded the cap, like you could have 6 1st Level Spell Slots if you were a 12th Level Wizard 12/Sorcerer 1. Handing out a Skill Proficiency or even a feat at each Level after 12th would be trivial from a coding perspective, but gestalt levels aren't that hard, either.