I think the NWN2 companions and particularly the design philosophy that went into them, will remain, for all of time, not merely awful, but inexplicably awful. It's just a mind-boggling prospect that a roomful of intelligent people nodded their way through,
"Okay, we're going to aim to write up a solid character concept for a companion of every single base class in-game bar one, and all of them will be crucial to the game's narrative. Obviously I don't mean by this that their motives and backstories will be subtly interwoven with the player's own motives and backstory, making them compelling three-dimensional characters who echo and explore the themes of the game. No, I mean that at some point the player will trigger a compulsory conversation where they encounter one of the companions engaged in some completely random and banal activity, like fighting thugs or having their beloved barn burnt down (!), and for no reason at all the companion will suddenly insist on joining forces with the player, and we'll even give the player options to be all like, 'Well, no, there's no reason at all for you to decide you want to hang around with me, since I'm the guy who just actively encouraged those soldiers to murder you, you're supposed to be an actual person with your own sense of agency and decision-making abilities, this is bizarre, fuck off', but the companion will pretend they haven't heard and insist on joining the party anyway and then even if the player never speaks to them again they'll still hang around for the next 40 hours, or a year of their lives in gameworld-time or whatever, and they'll even volunteer to defend a keep against overwhelming odds on the player's behalf for no reason, but then the player will be forced to bring them along to the final dungeon and then they'll totally betray the player. It's going to be awesome."
And then MotB came along and it was as if everybody's brains popped back in.