Just to have a discussion more about mechanics than flavor:
I'll start saying that with Larian dropping the D&D license I'm more than a bit concerned about the potential return of two things I NEVER liked in the Divinity games.
- constant stat bloat across the progression curve that makes individual levels arguably too relevant.
- the horrendous Diablo-like randomized itemization, consisting in large part of computer-generated items that felt all samey and were designed around the concept of a steady increase in stats (which incidentally adds over the previous point).
I always felt that BG3 switching to an itemization made (mostly) out of unique and hand-placed items was a massive improvement over previous Larian titles.
It also helps that itemization in D&D is generally focused on giving to your equipment special, distinctive powers, rather than having enormous granularity with stats. The difference from a mundane item, a magic one and a legendary is a +0, +1 or +3. Which may sound "dull" on paper but actually creates an incredibly consistent baseline to keep the stat bloat to a minimum while allowing a designer to go crazy on the "secondary effects" (i.e. "double damage to undead", "applies Smite on hit", "heals when you inflict damage" and so on).