Has nothing to do with my comment.. just an ad hominem to deflect my point. Mods are not a counter to shit game design.
Character Imports or Old Auto saves are a bandaid for the elephant in the room.
They made an expansion that is only relevant mid-game and there is a point of no return chasm after Dyrwood.
They copy all the lackluster ideas from the IE games and invent their own when they shouldn't.
Um....
"No you can't play WM at end game!"
"Can you use the mod to do it? They should really have put in a button for it, though."
"OMG U THINK MODS MAKE SHIT DESIGN OK?! LOLOLOL FANBOI"
*yawn* I already said they should just have made it post-endgame or something. Who are you arguing with? Why are you making that point when nobody said anything about it? What are you imagining I am saying? Why are you more fixated on POE than an Obsidian forum moderator? But some mysteries will never be answered, I suppose.
Anyway. In terms of how it knocks the story out of whack, I'm in two minds. On one hand, there's nothing wrong with the expansion content being plugged in the way it is - that's how it works in TOTSC, but also in many, many other RPGs, including Trials of the Luremaster, FNV DLCs, etc. On the other hand, they didn't really do very much to synergise with the themes and events in the vanilla game, so it feels kind of weird. Sure, Devil of Caroc is all about souls, so is Durgan's Battery, but there's really nothing that echoes thematically or historically with the whole Waidwen / Thaos / etc material. The player's suspicion that the Leaden Key is there is hamfisted and pointless.
A player going into it to just fire up an existing save and check out the new content stand-alone doesn't really have that problem. It's a nice little romp with great visuals and better, more challenging combat. If someone's playing the game for the first time, though, it's just weird in a number of ways - once again, it should just have been post-endgame content.