Here are a few screens to illustrate this issue mentioned above.
These are from the vanilla game, sans mods...
Then an about-face, to see the situation from the other side of the doorway, after advancing as far was we could...
In this instance Astarion is being completely blocked by other party members.
He has 7.5 meters of movement still available but can't advance an inch without jumping, despite the fairly large gap that would seem to be indicated by the visual on the circular marquees.
Basically the characters all take up more space on the ground plane than should be required. I don't mind if this happens with Hostile space or Neutral Space, but it's just baffling to have the party behave that way in Friendly space. It looks like Astarion could easily slide right through, without even having to tweak his shoulders or anything. Part of the problem is that the information we should have is not being communicated to the player effectively.
Our movement vector is depicted by a single doted line when it should probably be something like 2 dotted lines right? I mean if they're going to do it this way.
Then the player would at least know how much space is actually needed to get from point A to point B before committing to the movement. Or something similar to the way sight-lines are depicted while hidden. In this situation I thought, ok well maybe if I just advance a little bit, then a new path will open up once I get past the threshold, but nope, just stuck. Now is it a huge deal here? Sure not really, but the problem presents everywhere and all the time, anytime the party members get bunched up.
Also, if they wanted to play with this idea, they could perhaps have the movement path/space/width tied to things like Dex as well as creature size. So maybe a lumbering hulk in full plate would have a slightly larger reticle than a lithe Astarion roguish type who can turn his shoulders and skate by ya know. But before we can even get to something like that, first they need to free up the friendly space right? Our characters take up this giant area on the ground plane relative to what should be required. Two people fighting back to back is something that's not really possible here currently.
I feel like they should do some shuffling/tumbling type mocap and totally rework how friendly space is handled for the party.
In Tactician perhaps the enemies can move through their own friendly (to them) space, which would make crowd controlling them more challenging, whereas in the Explorer setting Hostiles might be restricted the way they are currently. That could also be interesting. I should have just left Astarion at camp lol. I knew it was going to be trouble when his lvl up and hotbar was a complete afterthought lol, but I was pretty sure I'd have to bust a lock to make it out of there with the Boon. Alas. Just kinda annoying, the same way jump is annoying when there appears to be room to make a landing but isn't. They give us a dotted line, and we can see how large the circles are when stationary, but we're also in forced perspective most the time, meaning the farther away you are trying to move the harder it will be to parse the available space. If you're using dash and such, it's worse, since the further away you are from the destination the smaller stuff gets. Unless you want to hit O, which is the most vertigo inducing view of all for me. I just wish it didn't have to be so cumbersome.
I could understand if Lae'zels circle was taking up the entire space, but you can see how tiny the overlap is that's blocking the movement. Like can't he just step over her toes, or step on her toes as she lets out an irritated bark, but still the movement can be completed?