However I think this is just wrong for a cRPG. The whole point is to play a "blank slate" character and experience the game in a way that gives you a high degree of choice, both in your skills and personality -- and if you can roll a whole party a la Icewind Dale, even better. Playing a pre-generated character takes away freedom and in my view just defeats the purpose of what makes cRPGs unique and interesting.
This fails to acknowledge that most of the best written (in terms of plot and drama) RPGs didn't have blank slate characters - PS:T, MotB and Kotor 2. The Nameless One wasn't a blank slate as such, he had a background life which the entire game was focused on, his palimpsest-like quality was the story; the Shard-bearer in MotB had the entire first half of the game's story in them and, more importantly, the curse was the driving force, which was both the player and Akachi's history (i.e. they had to attach a background to your character for the narrative to work); The Exile in Kotor 2 has an entire history behind her (followed Revan, fought in the Mandalorian wars, went on her own accord to the council to be exiled). You had the opportunity to "change" or, more accurately, form their
personalities and skills, but that's different than a blank slate.
Blank slates would be the Watcher from PoE, D:OS' Source Hunters (their past doesn't really come into play with the story, so it doesn't matter, they could've easily been farmhands somewhere), BG1's PC (BG2 is a bit different), Arcanum's PC etc. People whose histories don't matter and are at best footnotes, coming into existence only with the new game button. Which means your character can't be the center of character-driven drama because they are non-entities (this is why PoE's flashbacks with Thaos were nonsensical vestigial elements which don't gel well and don't create a plot), "God-hands" which solve problems but are "outside" the narrative in a way. When that happens we have the VtM:B situation where the setting, "atmosphere" and background happenings are what fuels the action, with your character literally being an outside force violently crashing into the affairs of others. This is so pronounced in VtM:B that even the other characters in the story mention it. If only the thing in question is well-written I mean, which VtM:B is, even if most of that comes from the setting itself. I don't think D:OS2's pre-generated characters will have an impact on the
main story, since it has to work with a generic one, so they are as blank slate-y as they come, they don't have pre-defined builds afaik, you can choose it for them. The way they are made and integrated makes the "origin stories" a non-issue, for good and bad.