To be honest, I guess I either ignored or missed most of these points so far, especially inappropriate miming or missing dialogue options. There are several other threads about it, so I'm not going into detail. When it was about something I as a player already picked up from documents/context/knowing D&D, or when my Tav being gith/necromancer missed things that probably were in her school slates, I simply assumed she knew these things and didn't pay too much attention to the mimic art or even dialogue. Also, when the expression seemed totally out of character, like NecroGith-Tav, Lae'zel, Astarion and Karlach - all covered in blood and zombie innards - giving the Graveyard Montarch this shocked look when she says something mildly morbid about welcoming death. That cracked me up every time!
In Baldur's Gate 3, the passing of time is very strange indeed. It only ever seems to consistently advance around Tav while almost everybody else is stuck in loops that have to work for a wide spectrum of Tavs, narrative tempos and player expectations. Sometimes, the game gives a time frame, but for how long a character has been at a certain point in the world often depends on how you as a player read it. How long had Aradin been away before Halsin followed, do they say it anywhere? From what I read, Halsin dies if you proceed to the Mountain Pass or the Underdark before freeing him. I'm not sure if it was mentioned in the game, but I always assumed his "extra" Cave Bear wildshape along with his scars came from him being a closet lycanthrope, so those goblin pelters were probably doing a good job keeping him angry and wildshaped so he can't escape. It would also explain why his instincts and visions got the better of him and maybe clouded his judgement. He says multiple times that he isn't very good as a leader.
As for NPCs not getting closure, I could also compile a list the size of the Reithwin Necrology. Bex's husband didn't survive Moonrise in my adventure, so I had a bitter ending for her, but we never find out for most of the others. Do you reckon Zlorb moved to the Hallowleaf cottage? Who I missed most at Reunion Camp were Sina'zith, Brinna and Kerz. Sure, they were dead already when they joined. Some of Sina's equipment dropped into Tav's, so we could at least put the Steelwatcher helmet on a barrel and toast to her, but at least a one-liner from Withers or other memento mori would have been nice. I know many see hirelings as disposable, but I had a lot of fun playing with classes I didn't have in the group otherwise and while they only took part in specific missions, I tweaked their appearance multiple times and probably should have gotten them statues at the circus.
What I'm struggling with about Karlach's ending may be a D&D version thing. Perhaps "the Hells" in 5e aren't as tough as a place as Baator used to be in AD&D Planescape (2e), but from my own knowledge as a player, Karlach is dead right at the closure of Get the Orphic Hammer that she'd become a target for each and every devil and every other infernal monstrosity if she returned to the House of Hope to stay alive; accompanied by Wyll with drained powers and a slightly deranged cleric they wouldn't last long. But, apparently the banks of the Styx are now a nice place to go for walkies with your pet wolf. I would have loved to give the Netherstones to Omeluum and get Karlach a fixed heart and mutton chops, at least for Reunion Camp. I totally agree about the Steelwatch lead and was a bit disappointed that I couldn't find anything in the Foundry, even though we had infiltrated it thrice before blowing it up and got most of the Gondians through the ordeal alive.