I went with an Azata Ranger (always pick ranger archer for first playthrough of anything), kind of a waste of Azata's strengths but it was OK and I liked the idea of a late game GD option. The fetch quest to get GD was a bit pathetic though, pick up some blue cheese, some pretty flowers, and a book? A fucking shopping outing = dragon form I suppose. The content for GD seemed a bit tacked on, and I guess you can just cast the Dragon Form spell to get the same kind of stat buff. The rest of the main party was Seelah, Sosiel, Wenduag, Camellia, Ember.
Things it did well
The old BG1-style map trawling bits were fun again, but it was massively toned down compared to PKM. That was one of the things that made PKM good, and it was noticeable how much less of this was available.
Some good dungeons, locations and set pieces. I know a lot of people didn't like Blackwater for example, but I liked it. I had a lot of fun in the demon city too. The defence of the tavern early on was fun, and the assault on Drezen was quite memorable.
The story and journey felt reasonably 'epic', even if I didn't like it as much as PKM. The difference is that PKM ramped up the urgency as the game advanced, whereas WOTR seemed to achieve the opposite after the early shots fired in the crusade.
There is a huge amount of content, although I think the quality of content has taken a step down. I ended up skipping quite a lot because I had lost interest - it took me 101h in two separate chunks, months and months apart because I burnt out on it.
Loot is decent and there are enough great weapons to keep you interested. Some interesting items/armour too, although maybe they go overboard with magic item drops. I've read that's a Pathfinder thing in general though.
Now for the bad:
General
I like the fact that your actions/choices impact the game, and that you have a lot of different builds and mythic paths. What I don't like is how radically things can change based upon tiny missed dialogue options or missed content a long time after the choice (very often a choice you don't know you're making). I don't mind that in principle, but in a game this long it's frustrating to learn 40h+ after doing something that it has locked you in/out of something that wasn't at all signposted. Yes, "git gud" and "that's just C&C", but I think such large variances works better in tighter games (broad rather than long) to enhance the replayability. The idea of going back and trying Lich or Swarm is appealing, but I will probably never do it because of the sheer time investment, and especially the spectre of crusade management hanging over the game.
I don't like the "exposition dump" option that seems to exist in every conversation with every NPC. It's better that it's hived off under these very obvious options rather than forced into more the main dialogue branches, but I think showing rather than telling would be more effective. Comes across as lazy writing, or maybe just lore copied from a Pathfinder manual.
Tons of bugs and jank again. My Smilodon routinely ran backwards or sideways etc. Camera angles routinely spazzed out. Not the end of the world and nothing game-breaking, but very immersion-breaking and often just funny. A small number of quests bugged out for me, but I have no idea if it locked me out of anything.
Same issues as PKM with game-changing content/dialogue/loot being locked behind dice roll skill checks. I appreciate it isn't exclusive to this game, but it doesn't work well in CRPGs in my book. Too tempting to just reload a failed check, which also means you aren't really punished for having super low skill scores.
Companions
Weak, with highly 'variable' writing. Kingmaker's companions had some issues, but these ones were bad by comparison and didn't pay off even half as well IMO.
As soon as Seelah started playing the stereotype in the prologue it became clear how these people would be written. Caricatures, basically. Funnily enough she's probably one of the more likeable NPCs, albeit things like, "Oh, well, that happened.." on a skill check fail didn't seem to fit with the setting. There were other examples of her voiced lines sounding a bit weird.
I quite liked Wenduag, at least initially. Unashamedly evil yet subservient to power, although moustache-twirlingly over the top. Crazy effective with the awesome throwing axes the game gives you. But her writing was ruined by a "betrayal" in Act 5 that makes no sense in the context of what had happened. Bitch, you just saw me slay demon lords in their own realm and then turn into a fucking dragon. Literal dragon form. Yet you think siding with that low difficulty demon was a clever idea? She and her master were sucking the floor within seconds... but apparently I could forgive her and have her back in the party? At least punish me properly and kill her off permanently (although that would have been annoying too given the apparent requirements for non-betrayal). Not great writing IMO.
Camellia had a similar problem. I let her dad go in Act 5 and she asked me to celebrate by slaughtering twenty or so servants for fun. So I suggested this is a bit unnecessary and she attacked me... of course she was sucking the floor within seconds at the hands of a dragon that probably destroyed the ceiling of her dad's house, but at least she stayed dead. Her writing throughout the game felt like being bludgeoned over the head by the devs. "You've accepted a completely broken companion into the fold and are enabling a murderer! Naughty gamer!" I didn't feel guilty, just that the game was trying to make me feel so. Bad writing. I liked the touch of random severed heads appearing in the inventory though.. it was effective, until it was revealed she was the source of them.
Sosiel? Bit of a ladyboy. But at least his quest line was half decent. When I found his brother, and even better found through dialogue he was recruitable, I got momentarily excited. Then I looked at his stats and set him to camp sweeping duty. What a wasted opportunity. They should have made it more difficult to get him and then actually reward you with a good character, forcing a choice between him and an established party member (Saverok in TOB somewhat comes to mind, although from memory he just turns up and doesn't require special actions to recruit).
Ember. "You're a good person! I like you". Very strong but annoying as fuck. Gay questline where she converts demons and cultists by the power of being nice, most likely a nod to the Reddit crowd. Could have been interesting if she turned out to be a fledgling golden dragon too, which might have made sense given the "see good in everything" angle. Nope. Really useful party member though, especially if you don't want the furry, who is the worst NPC in the entire game. And that's saying something.
Arushalae came across as a manga waifu, and I replaced Camellia with her when I offed her. Whiny and annoying. Comes across as having a pathetic personality, which is grating when she's so strong. Couldn't they have kept a dark streak in her and made the whole "conversion to good" storyline have stakes of some kind? Her questline amounted to clicking on some furniture and killing a few trash mobs, plus I suppose the piss easy fight in the demon city. She came across as an angsty millennial wrestling with her past "misgendering" of a troon or something. Not a succubus who had consumed countless lives.
The others I haven't mentioned were bang average as well. Nenio felt like a nod to the degenerate furry crowd with the most annoying personality I've ever seen in a game of any kind, and a terrible quest. Did I miss a joke here perhaps? Greybor? Again, couldn't be bothered finishing his quest. Lann? What a prick. I couldn't kill him off fast enough. Daeren was somewhat interesting, but I just didn't care enough to do his quest. Regill was actually ok. I probably should have had him in the main party. Woljif was also whiny and annoying, although his quest was semi-interesting.
And then the ending slides tried to make me feel bad about how much content I left on the table by saying, "You didn't care enough about X or his problems", as though this was somehow my failing rather than the writers'. Massive step down from PKM.
And then there's the tacked on lesbian couple. I'm not fussed by having gay stuff in game, but at least try and make it fit in, or relevant. Instead we have Anevia whining endlessly about her wife, and it really does seem to be the only thing she cares about. There's an existential inter-planar war going on. People are being slaughtered by demons in their owns homes, but you wouldn't know it from talking to her. She just really wants that massive Orc dildo. Again, shit writing.
Crusade management
Could whine all day about this, but it almost single-handedly ruins the game. They must have been smoking crack when they came up it. Amazingly, someone must have played it and thoughts, "Yeah, this is good enough to go in the game".
People compare it to kingdom management in Kingmaker, but that was leagues above the crusade bits in WOTR. From the broken banner system to the extremely punishing nature of it until you work it out and have decent recruitment, and then it just becomes a chore. There's no real strategy involved and it often doesn't even make sense in context.
For example there should be zone control/taunt much earlier on, because as it is tanks have little value until you can get a general with 4 slots to box off some archers. You have stupid situations where 200 tank troops on one square can be bypassed by 1 enemy with no counterplay. 1 archer takes up the same amount of the general's birdbrain attention as 10,000 Hellknights, as they each fit into one square. It's just awful. Army sizer limits should be bigger by default IMO.
Nothing other than arcane generals are worth. Against some foes it's too easy to be enervated/stunlocked/sthinking clouded/feared etc. and force a reload. Also why does a single target ray spell knock out scores of enemies? Conversely there are way too many spells in your arsenal that seem useless.
I've heard you can completely mod this feature out, which might actually make the game replayable. But if that still makes you miss content from the crusade element then it's just a game-ruining feature.
No coincidence that the best bits of the game are the ones where there is no crusade management IMO. If they completely removed it, the game would probably go from a 5 to a 6 or even 7.
Enemies
Personal choice I suppose, but I got bored of fighting nothing but demons. In PKM there was some variety, and I think it was sorely lacking in this game. Given the story they chose I understand why there is little variety, but I didn't like it as much.