I mean if this your passion, go for it. I'll admit that my experience with RPGs is largely related to DnD games and the spiritual successors to BG2 but I've never had the experience with "shovelware" games that you've had.
Not nitpicking part 2. I'm focusing on how they fixed those bugs. They fixed them by altering the maps, not improving the pathing.
You created an assumption based on no evidence "The developers at Larian were physically incapable of changing the pathfinding therefore they had to alter the map to fix it. Therefore a remake based on its engine = bad". This is a cascading number of assumptions. There's no evidence that they didn't just alter the map because it wasn't finished yet and it was always going to look like that, or because they had other concerns at the time and thought it would be faster to just move a model a few feet. In game development it's often easier to go for a simpler solution as opposed to a more complex solution because the more complex solution might invite another bug elsewhere. A good example being if they altered the navigational mesh in that level it could also break something elsewhere in the level.
Again these are not choices made specific to Larian or their development process this happens in every game's development. BG3 is unique in that we can observe how the game changed overtime as it was being made.
But from my limited experience of unity games with POE1+2, Solasta, Disco Elysium and WotR All the titles I mentioned have better party controls than BG3. * I just hate moving toons around in BG3 and DoS2. And these aren't nitpicks, they are reason I would stay away from game. BG3 is a game with truly stellar parts and some parts are complete trash. The chain mechanism is trash.
These feel like utterly subjective opinions and not ones worth trashing a potential mod project.
It's like covering your tracks. I mean we don't notice because it works -- so what's the problem, right? The problem I see - for you - is that you are going to lose hours and hours to making maps that work with the chain system. And that doesn't seem like time well spent. Ohh . . . need to alter where I allow people to make a fire surface.
As I mentioned in my previous post editing the navmesh for AI isn't very difficult in the Divinity engine. Your entire argument is based on an assumption that the reason it was changed wasn't for any other reason.
I would be interested to see a comparison of downloads vs completion rates on the BG2 port . . . I downloaded, played for 15 minutes and stopped.
So because you didn't finish a game = something doesn't deserve to exist. I'd recommend checking completion statistics of BG1/2 on Steam as the vast majority of players don't even leave Candlekeep or Jon Irenicus's dungeon.