In BG2 we didn't get told what things were, we get shown. We don't get told "This demon does this". We SEE it. And if anything is explained THEY say it. We also get into the reasons and how things are and it's left to the player to determine if events are "right" or "Wrong" (or neither because it's not really that simple).
In BG3 we have a voice explaining everything instead. Like "Gnoll is like this and that". As it generalizes about how they're just evil and bloodthirsty instead of going into any meangful depth. As a result it comes across a more "spoonfed" when things are explained with a voice. Talking about the tadpole makes sense because it's in your head. But we, as the player, whould be making our own observations instead of being told IMO.
X DOES Y which results in Z is fine. Action and reaction. How people feel.
But X generalizing (evil with no reasons given. etc) is just painting things black and white. If for example a gnoll just chest bursted out of a hyena then maybe go into things like "Is it afraid and unfamiler of its surroundings". If we have a mind reading tadpole then it should also be able to determine (or otherwise lie about) if a gnoll is a new life (hyena dead). As I suspect. But if that happens it should be clear that it's the tadpole saying it. NOT the narrator.
The problem with the narrator is that it can force a player to what they think. How they feel is one thing. But once it comes to observation a situation that should be more down to the player then the narrator. The role of a narrator is to influence the stage. State the situation. Let it speak for itself. Not to tell the player what they think.
It's also harder to be a good narrator then let events speak for themselves. BG2 was impactful because it shows what it does. I didn't need an explanation out of nowhere. Neverwinter Nights 1 with the kobolds also showed things. The situation made clear by the kobolds themselves (which are more then typical evil bad guys). So when BG3 keeps explaining everything it's like I'm being told what to think and feel instead of making my own call. And then remind myself that it still is, but when players are told they can fall into a mindset of what they're told instead of thinking for themselves.
"Power courses through your veins. Authoratory." Thing with that line is that its used over and over. WHAT authoratory? WHY is the player in control of the current situation? Is the tadpole forcing its way into someones mind to read it or does the person allow it subconsciously? These are events the narrator could go into depth about. One example would be if someone (or something) is afraid then it's a lot easier to get inside their head. While someone more calm/calculated would be more resistent. Which the narrator could mention/elaborate on.
I made the same thread in general to get other peoples feedback about it (word for word with adding how they think they can improve the narrtor). See
this link for that thread.