My biggest hope for Divinity after BG3 and DOS2 is a more open start. I'll play the opening area over and over again trying different builds, but I fall off before getting to the mid game because I've played the opening too many times. (my own fault). But I think that is one advantage that open world RPGs have over larian's games. When you step out of that fallout vault in one playthrough and you go left and another you go right, it makes getting into a new playthrough much easier.
examples
DOS2, while there are a lot of things to do on fort Joy, you're still in the same general area with the same characters. You can just leave, but you'll be pretty underleved. imo
BG3 as well, you there are 2/3 major points to hit between the druid grove and the goblin camp you still tend to complete that story before moving onto the next area.

I want to be able to run straight to baulders gate, do some shenanigans to steal a crazy necromancer staff and then go back to some of the opening areas later. As the game stands I'll probably never play through Rivington again, because its just deep enough that my attention wont hold long enough on subsequent plays.

no idea how to make reactive story telling with this format. but I can dream