Well, I don't like to derail - and I know I'm in the minority on this, but I loved SoZ. I wish it had been more than a teeny tiny micro budget expansion - but we wanted to make a more Fortune and Glory type DnD adventure - similar to the original Pool of Radiance, or Darklands.
I get that coming in after MotB - it was a let down story wise, and the tech was a let down (too many map loads and load times at the time). If we had had more time and money we could have done a lot more. The party creation system and the party conversation system alone were enough to make SoZ great in my oh so humble opinion.
I played through DS3 on my 360 and had a great time - despite working on the game and having it all spoiled. I think the biggest mistake made with Dungeon Siege 3, was calling it Dungeon Siege THREE. If we had called it Dungeon Siege Alliance, especially back when BG Alliance and Marvel Alliance were still in people's memories, people would have understood what we were going for. Oh well - sometimes marketing is great - sometimes it sucks.
Alpha Protocol, while unpolished and a bit buggy, was an amazing experience to play. Well, it might have been more than a "bit buggy", but I don't think I ever hit a critical path breaker...
I've played all of these except DS 3 and I agree with a lot of what you've written here. In fact, if you dig around, you'll probably find a lot of love for SoZ in the 'dex. It's old school qualities definitely did not go unnoticed. AP too, but for different reasons, ofc.
The point I however want to make is that every one of these games, despite being good enjoyable experiences, have some major flaws in them. This is true with PoE as well.
The flaws are what is preventing them from achieving universal success and and acclaim. The gamer only receives the final product, he doesn't know that you had limited budget, didn't have enough time or had trouble with the engine.
You want Tyranny to hit the bullseye, you got polish all of those flaws away, not matter what they might be this time.