It's obvious that KOTOR2's writing was over your head. I would suggest you play it again, but stupidity isn't something you really outgrow, so I don't know how much good that would do.
I also notice that you aren't responding to any of the comments explaining why Kreia is written the way she is. Even so, at the risk of being ignored, I will attempt to once again explain exactly why you are wrong.
Because it is so COMICALLY obvious that she's an evil bitch manipulating you at every turn. Her heel turn was about as huge a revelation as Liberace being gay. She even admits to not being truthful to you, being a former Sith and training other Sith lords
It's true that Kreia obviously has alterior motives from the moment you meet her, and you can coax a cutscene out of her where she explains that she used to be a Sith after a few influence gains. Her dubious nature isn't supposed to be a secret. The fact that you think it was supposed to be the game's big reveal that Kreia was evil just shows that you have no idea what was actually going on throughout pretty much the entire game.
AND YOU STILL HAVE TO HAVE HER IN YOUR PARTY! You don't get to give her the boot! This could easily have been implemented into the storyline - if you gave her the boot, she could perhaps manipulate you via a proxy non-suspicious character or Space Magic Mindcontrol one of your more trusted companions to manipulate you instead. But no, you gotta do what the cunting bitch says, despite her clearly evil and manipulative.
What is so important about being able to kick people out of your party at will? Seriously, it makes no fucking sense that you would latch onto this as a legitimate complaint. I could see it being a reasonable argument if, for example, the game allowed you to pick and choose other companions but forced Kreia on you, but in both KOTOR and KOTOR2
every single companion is mandatory. I don't see how you could go into KOTOR2 expecting to be able to not take some companions with you when that's the route the original game took.
Also, there is no magic mind control or anything like that involving Kreia. She's with you because what the fuck else would you do.
This is NOT GOOD STORYWRITING! Fuck, even a JRPG like Chrone Trigger did this better. When you got the option to recruit a superevil megavillain, the game allowed you to recruit him or kill him. In a western RPG, Kreia is an INEXCUSEABLE pile of shit as a character.
Yes, speaking of Chrono Trigger,
every character is mandatory except Magus. Why don't you hate them?
Also storywriting isn't a word.
Which is a shame, as she could have been a GOOD character if she'd been kept as a peripheral can-I-trust-this-hag-or-not ambiguous advisor rather than as an annoying fucking nag weighing in on every single goddamn situation. Or if it had been just mildly surprising when she turned on you in the end.
No. You do not need to trust Kreia for her to be an effective character. That's the Bioware method, producing a twist at the end of the 2nd act. on the other hand, Kreia herself tells you not to trust her. It is assumed that you won't. When she kills the Jedi counsel and goes to wait for you on Malachor it's not because she's evil, it's because she needs to finish teaching you; it's your final lesson. You overcome the force itself by defeating two Sith incarnations of the dark side, and then surpass your mentor.
And please, what is the non-apologist answer to Kreia not being level 99 at game start when she is also the end-boss with tons of hitpoints and high damage attacks? I don't remember her having any POWWAH UP! moments like the one Vhailor had at the end of PsT. Note that "Oh, she just wanted to teach you to fight, not make it too easy on you!" is a weak excuse. If that was the case, she should have refused to fight entirely and be a non-party NPC like I suggested.
Did you even play the game? Because this is actually explained pretty well. Kreia had her powers stripped by her apprentices, which is why she's just a level 1 nothing when you meet her. She comes to feel the force again, and slowly throughout the entire game her powers return, until they come back fully toward the end. It's a huge part of her character and goes a long way toward explaining her motivations.
What amazes me is that you seem to have latched onto this one instance of railroading and are deriding the hell out of it as "bad writing" when Kreia is one of the best done examples of railroading I can think of. It makes no logical sense
at all to abandon her, because you will supposedly die if she does. Why the fuck wouldn't you want her where you can keep an eye on her? That isn't a fucking magic plot device, it's an extension of an actual part of fucking Star Wars lore, it make sense in the setting, and it's fucking explained thoroughly throughout the game.
What pisses me off is whiny little cockbites who come into these threads and piss all over KOTOR2 without even having the decency to try to understand the fucking game. Although I suppose that makes sense, because KOTOR2's plot isn't so obvious that you can understand it without paying attention to the dialog and characters. Still, it doesn't excuse this constant stream of bitching about the game. There are legitimate grievances one can have with KOTOR2 - for example the game moves too slowly in areas, the combat tedious and weak, and the controls are screwy - but the writing is not one of those areas. The story is on par with Torment, weaker in some areas but actually surpassing it in others, especially in the characterization of Kreia, who is far more interesting than Ravel for the active role she assumes in the story's development.
In conclusion, go to hell. You clearly have no idea what you're talking about. Either play KOTOR2 again and actually pay attention, or just shut the fuck up you ignorant fuckwad.