My thoughts...
Characters/companions: Probably the best set Larian has come up with so far. I find them likable (well, pretty much except for Wyll, I just find him boring.) However...amazing? Ehhhh, I don't know if I'd say that.....Gale in particular strikes me as a total Mary Sue character, and he's pretty much only saved by his likable personality and his VA.
The thing is, I think it's less the companion writing itself - tbh, in my opinion, the companion writing NEVER has to be all that good. The important part of the companions is that they're fun to be around and talk to. Gale can have the dumbest most Mary-Sueish background (My girlfriend was the goddess of magic herself! I was so good at magic I was TOO good! My close friend Elminster himself has come to give me a quest to sacrifice myself to save the universe!) and he can be totally saved just by being likable. And I think part of what's missing from the companions is inter-companion relationships. There's some interactions, sure (Shadowheart and Lae'zel in particular) but for the most part it feels like they're just interacting with the MC.
(Also, who knows, maybe Gale's story has some turnaround later in the game that deconstructs the earlier premises. But playing as a wizard, I got really annoyed at how he overshadowed the MC wizard and have steadfastly ignored him ever since the end of act 1.)

Story: I am actually going to dissent here and say that right from the very start this story has problems.
Look, I'll be blunt. I think the way this game starts is really, really dumb. IN fact, the first time I saw the intro cinematic, my immediate reaction was "There's no way I'm buying this garbage."
Maybe it's just me, but....this is another bad habit I've noticed from Larian. They seem to think that cranking things up to being as "epic as possible, as quickly as possible" is a good way to make an intriguing plot. And it's like....no, to me, it feels terrible. Starting off the game on a nautiloid ship being chased by multiple dragons and teleporting to hell itself - it makes all those things feel *cheap*. And the thing is, it works in some weird settings (like the planescape setting, for example), but here it just feels really jarring and absurd that like, you go from HELL ITSELF to doing some low level goblin slaying TO HAVING AN ARCHDEVIL PERSONALLY APPROACH YOU TO MAKE A DEAL. I can't help but compare it to the original Baldur's Gates, which I thought were paced nicely. The first game started off relatively mundane; there was intrigue (who murdered your foster father? And why?). And there were signs and hints at the overarching, "epic" story along the way, but the connections to something larger didn't come until towards the end of the game. I can't help but feel that the story in BG3 would have just felt a bit better if it was a bit more *restrained*. It feels a little bit like they tried to cram as many "epic" concepts into the plot as possible (and at levels where in tabletop the characters wouldn't even be dealing with most of them!)


Combat: I love RTWP. I loved the originals being RTWP. I have since come to believe, however, over the years, that RTWP only works well in systems designed from the ground up to be RTWP. (With the best implementation I've seen for that being Deadfire.) DnD was NEVER a system designed from the ground up for RTWP. DnD should be turn-based. And at the early levels especially, this is VERY fun.
However, in later levels, the fun starts to fade because every combat becomes trivial. I've seen people blaming 5e itself for this. *This is absolutely not the fault of 5e, imo*. YES, at higher levels in 5e DnD it can be difficult to design challenging encounters for players.
*But a 12th level cap is absolutely fine, especially in a video game that does not attempt to implement some of the more problematic spells*. The great irony is that Larian decided to cap player's levels at 12 to avoid the problems of high-level DnD....and then went and shot themselves in the foot, by *introducing those exact same high level problems themselves* in the form of absurdly powerful items.

Level design: The environments look great. I think they did a great job of capturing what those old, painted backgrounds in the old-school CRPGs would look like in a modern 3d system. I like the degree to which verticality matters in combat. Do I think the map designs - as in the layout of the overall environments, the layouts of entire dungeons - are amazing? Eh...no. They're okay. One complaint I have is that the game overall feels a bit *small*. Part of the problem, when you spend so much energy crafting maps so every part of them has something to do, is that by the end you've actually only really explored a few maps in total. Honestly a minor complaint though.

Voice acting: They range from great to excellent. No complaints here.

Spell effects/vocals: I dunno. Nothing stood out to me as particularly bad, but nothing made me go "Wow!"

Cinematics : I went into detail above why I thought the intro cinematic to this game was, well, stupid. However, it LOOKS pretty good.