1) Separating Movement and Actions. T
Eh, I don't have a preference. On paper there are compelling choices to be made if attacking and repositioning consume the same resources. Universal action points are pleasantly straightforward - I do agree though, that BG3 offers more interesting gameplay when it comes to "what I can do" than Larian's previous titles, but I think it has more to do with Larian not balancing their games toward tactical depth, than a system they use. So in a way yeah - it's better to give players seperate resources for attacks and movement, if giving a unified one means players with just keep attacking at all times.
2) Dark Urge style Origins.
That's far far better way of doing that - in fact I wish Larian would abandon companion Origins all together, design those as dedicated NPCs, and offer more customisable Origins - a bit like far more robust background choices.
3) Withers and the Magic Mirror.
I don't like those. Now I don't respec (I think it goes against a spirit of an RPG) and use visual customisation sparingly, and I don't mind those being included. What I dislike is how "in your face" they are. Withers being a dedicated undead NPC in your camp is just bizzare, but than again Larian games do have a quality of an immersion of a Fortnite. What is a Magic Mirror? What does it do in my camp? Who carries it around? I do like when my games at least attempt cohesion.
4) Camp. Having this unique area to return to where allies and storage can be found is neat.
I think this was a major failure of the game. Yes, I get you need reliable space to create cutscenes, but having to rest so often to not miss out of story content was annoying. Storage completely nullified carry-weight, so just decide Larian what you wanna do. Either remove camp storage (or make it not as easily accessible), or give players unlimited stash ala. Pillars of Eternity. BG3 is the worst of both words. No interesting decision making, no immersion, just all the tedioum.
5) Non-combat experience. One of the nicest things about BG3 is that talking your way out of a combat scenario grants the same experience as if you slaughtered everyone. Which is good as it provides more options without feeling forced to be a Murderhobo.
Yes, I generally prefer for that reason when RPGs offer XP for completing the task rather than individual actions. However, some hate when killing a thing doesn't move the bar forward. However, it is achieved though, I do agree it is important to support and encourage all variety of playstyles and interactions, rather than just selected ones.