This idea is genuinely not bad, and I hesitate Swen will implement it just the way him and his team design their games.
You can tell they put a lot of effort and soul into creating storytelling and hidden Easter eggs. I feel like this is by design, and I feel like all these games (except BG3) were designed to keep me intrigued by feeling that my questions were not fully answered. That is probably why I spent 300+ hours in DOS, 500+ hours in DOS2 and beat Divine Divinity two times. Yet, sometimes I run across something I am confused about. I even asked AI these questions and AI didn't know the answer meaning that none of Divinity games can answer it. For example:
- Did Braccus control all races in Rivellon or only a human race? (AI doesn't know and I don't remember it was specified in any of their games)
It totally sucks to struggle in the game due to the artificial obstacles or lac of certain features and I hear you about having glossary and video demonstration of the skills. They probably are not bad, it is just that the first one is basically giving you the answer as opposed to you to be able to figure it out based on dialogues and random books/notes in the games, and I can tell you it is pretty satisfying to have this uncomfortable feeling of having unanswered question which finally you can find answers for after investing decent amount of hours (or using Wiki after giving up which is fair). As I said, the way Swen designs games, he want you to dive deep into this storytelling and you need to figure it out yourself. That is why I visited youtube a lot to find out more about the lore and items I missed.
My opinion could be biased because I was happy to beat Divine Divinity twice even though this game doesn't show any effect icons when you cast them onto your character or when you drink a potion to get an effect. I mean, if you really like Divinity, go check out older games so you may have some of your lore questions answered and see what kind of UI they had back then haha