Wrong again - BG allows you to roll a Fighter/Thief/Wizard that "does everything" but way worse than a pure class character. That's interesting character building.
So, if you find one build in BG1 that's not possible in Pillars, that means that BG1 has more choice than Pillars? Even if there are a half-dozen or more viable builds in Pillars that aren't possible in BG1?
And you consider picking a choice from a menu and then going "click" on level-up interesting character-building? Dunno about that, but your
preferences certainly are... interesting.
BG's "less choices" are way more significant: If I dual-class my Fighter into a Fighter/Cleric, I'm completelty changing how he plays - now he has spells, can turn undead, can't use blades, can equip different class-restricted items, get a different stronghold quest, etc...
Nice, adding "equivocation" to your fallacies. We were comparing BG1 and Pillars, now you're comparing BG2 and Pillars. BG1 doesn't have any strongholds, remember?
PoE's "more choices" are all stuff like "what should Holy Radiance do?" or "do I get +10 reflex or +10 deflection?". Boring as hell, and you're still just picking from a menu bro.
You
really don't understand how Pillars' class system works. I guess I'll have to lay it out for you then.
It's all in the talents and abilities, the way you combine them with each other and various item abilities. If you consider each talent, ability, or item property in isolation, then
yes they are uninteresting.
This change completely when you start looking at how they synergise with each other, either for a single character, or, even more so, for the entire party. For example, there's a Ranger ability that makes your pet do a
lot more damage to enemies affected by a DoT effect. To make the most of that, you'll need to find ways to have enemies
always have a DoT effect (ideally). Now, the ranger has a handy per-encounter ability -- Wounding Shot -- that does just that, but that's just the start. You'll start looking for weapons which apply DoT effects (look up Persistence). You might want a rogue in your party with the Deep Wounds ability, give him a fast-shooting weapon, and use him to target the enemy the ranger's pet is attacking. Then you'll notice that hey, there's this level 2 wizard spell called Combusting Wounds which applies extra damage every time a enemy is hit... and notice that that works with DoT effects. And hey hey, there's this ring which gives you 2/rest Combusting Wounds.
So now you've got you ranger with the ring and Persistence teaming up with your rogue with Deep Wounds and a wizard with Combusting Wounds teaming up. All those individual apparently unimpressive abilities -- small DoT effect from Persistence, another small DoT effect from Deep Wounds, small extra damage every time an enemy gets hit, pet doing 50% extra damage on enemies suffering from DoT -- build up on each other to create a party which fucking
melts mobs.
And that's just one example I made up from my head right now. There are
tons of ways to combine abilities like that to great effect. They radically change the way you play the game: you're looking for different properties in items, different talents in your party members, different spells from your casters, and moment-to-moment you're targeting and using your abilities differently. It's hugely dynamic and engaging, and it's
all based on
you figuring out how the system works and finding creative ways to combine things, rather than picking something when you start and continuing on rails.
(In before the inevitable "but it's too eeeeeasy for any of that to matter" dodge, which ain't true either, just crank it up to Path of the Damned.)