The lack of long-term consequences is definitely noteworthy (and disappointing) to me. Choosing to feed the tadpole (or not) is treated as being a very important decision, but it ends up having no real impact down the line. Same goes for pretty much every other choice that you'd expect to come back to bite you in the ass - even leaving the hag alive, for instance, doesn't matter because she comes back anyways.

I really don't understand the rationale here - long term (and unknown) consequences of early decisions is a hallmark of most of the best CRPGs, and it seems like this sort of thing was present at some point in the development...so why remove it?