The problem is that I see the patterns that indicates that they are not giving attention to those areas that gives players the immersion at all such as:
ecosystem is a good idea Minsc but weather for looks is not. Why put it if it has no reason to be there?? its silly to have weather that isnt affecting us as thieving at bright day. well.. Its not silly if they are building a comedy: "BG3: Minsc & Boo" now that is a title XD
Some simple D/N cycle "simulation" or some random weather effect time to time, for the cosmetic of the game would be great,
at least in important cities like Baldur Gate, where you go back multiple times.
To have a local ecosystem at some important areas, where you return many times would be nice, even without a real "clock".
So fort Joy is not always joyful, sometimes it is a bit cloudy ect...
It can affect, what I meant, that I am happy for a minimalist approach for both D/N cycle and weather. No need for implementing crazy AI, or separate bed for each person, or super complex weather system.
To use it as a tool to tell a story not something, that determines a story.
With some "local time zone", for areas without much complexity, and without even a real "clock", which mostly for the looks and feel of the game. Different music for night, or maybe some bandits, appear at some quest events only at night. For the zones where it makes sense to have it they can add it, like main areas you return to.
If they want to leave many areas without time zone, because of quest events, as they are it is also okay...
Weather effects could be:
Like constant wet/cold/warm effect on players depending if it is raining/snowing ect... Fire disapear quicker ect... Of course you would not want the whole map to be electrified, because it is BG3 not DAO2. Make it rare and turn it off while quest are done which do not want any weather.
Darkness sure, can affect the stealth checks, but I think the system is already implemented for that. Maybe weaker the sight of people while it is darker or a bit foggy.