I'm not going to address every single item on your list, but I will address the point of "HP Bloat" because I really am not seeing it. Yeah, the goblins have slightly more HP than in the Monster Manual. There are also many enemies within the game that do not have more stats than in the monster manual. Do the goblins feel bloated when you fight them? Well, lets do a little bit of analysis. Shatter does 3d8 damage. The average damage of a cast of shatter is 13.5 (not 12) and the result of casting shatter is most of the goblins within it usually die. How about single target attacks? Ok, sure if you arbitrarily select the damage range of a longsword without any modifiers, you aren't going to be killing a goblin in a single blow, but you do not use unmodified damage ranges when making an attack anyhow. If you are approaching this fight at level 4 (which is when you are likely intended to fight it) you will probably have 18 strength, so for arguments sake you have +4 from strength. Lets say you are using a +1 greatsword (these are really easy to acquire at this point in the EA), so thats 2d6+5 damage. The average damage of an attack in this scenario is 12. Not instantly dying, but pretty close. If you count the dip mechanic (which I consider to be a stupid mechanic, there is nothing believable about it at all) then the average damage is pushed up to 14.5 and they are dead. Pretty much any other class has additional mechanics to close the gap. Warlock has hex, Hunter has Hunter's Mark and Rogue has sneak attack. These Goblins will almost certainly die in 1 hit.
Now, here is the thing. The Goblin camp is intended to be an encounter for level 4 adventurers. It is not intended to be an encounter for level 1 adventurers. Following that logic, it makes sense to either throw a lot more of them at you, or to tweak the HP of some of them. The interesting thing is, there are some Goblins which have 8 hp. What makes those Goblins different from the others? They are only Goblins. All the other Goblins are given 1 or more levels in a player class and the HP bonuses they receive mirror the bonus they would get for having that respective number of levels within that class. The Sharpshooters are I think the most common and are the ones sitting at 12. But lets assume this was not the case, lets assume that all the Goblins did not have player class levels. The HP of a generic Goblin in the MM is 2d6. The maximum roll of which is 12. So you could justify a "by the book" goblin with 12 HP and 15 AC, which is statistically more defensive than both of the examples you gave.
The more important question is: Does the combat "feel" bloated. My answer to this is very clearly no, it does not. Encounters end very quickly, even the set piece battles. If both the HP and the AC of the Goblins was increased further, I personally would not care much, because I don't even notice it as it currently stands in terms of the feel of gameplay. Let me be clear, I do not like HP bloat. There are fights in RPGs that I outright refuse to do because they are bloated, for example, the giant ooze in pillars of eternity 2. That fight is probably the single worst example of HP bloat in RPGs to date. The fights in BG 3 do not feel HP bloated at all. It feels more like, the developers took some liberties to scale an encounter with low level enemies to a slightly higher level party and that is perfectly acceptable.
You want to make some noise about HP Bloat? Sure, do it when you have an actual example of HP bloat instead of making a big nothing about a situation which doesn't look bloated at all. I will be there, right behind you, complaining about that bloat as well, but this is not that situation.