Black
Fair enough, that was mostly just snark and you probably don't hate everything so I'll tell you what I like and don't like about them and we can be done with this fairly pointless back-and-forth and get back to the schadenfreude. I'm not sure exactly what you consider a 'weeabo story' -- Japanese storytelling is just as diverse as western, and both are riddled with their own cliches -- but while BG's stories were not any sort of brilliant literary masterpieces, they were a hell of a lot better then most game stories. I'm not sure exactly which games you've played which are so amazing and rival the works of Proust and Dostoevsky, but in my experience most are not exactly high art. I did enjoy Irenicus as a villain a lot, hammy as he was.
Comparing IE games to Bethesda games is a completely false comparison and is pretty much just you baiting me with reductio ad aburdem, so I will ignore that. Pathfinding sucks? Yeah, that's pretty much true. That was probably the weakest part of the engine, though it mostly only came up if you tried to let the AI navigate across the entire map. The actual combat encounters in BG were extremely well designed, and are among the better thought-out fights in any RPG, ever. Boo fucking hoo, it's hard to move your characters up stairs. Guess what, it would be a pain in the ass to move six people up a small staircase during a fight in real life too. And 'dumbed down D&D mechanics'? They really weren't all that simplified systems wise -- point out a direct example if you will in the games that actually used 2E D&D mechanics (i.e. not Planescape)? Obviously you can't make everything work in a computer game as some things in any PnP roleplaying game are reliant on player/DM descriptions and imagination, but for the parts that are translatable I can't think of anything that was 'dumbed down'. And the Icewind Dale games proved that an IE game could be basically carried by the combat and system mechanics and still be pretty fun.
I don't really have any problem with the RTwP system, though it's not perfect. Turn-based combat can be excellent, but its existence doesn't preclude another system from working or being enjoyable. I will say though that it introduced some weaknesses into combat design, particularly one that Tim Cain pointed out earlier in that interview -- the D&D system *was* designed for turn based combat, so in that way it introduced problems by directly translating spells and abilities that weren't really designed for use in a non-TB system. But yeah, saying it 'fucking sucks' I can only look at as deliberate hyperbole. It had its flaws, but worked fine.
KOTOR and Neverwinter Nights have absolutely nothing to do with the IE or BG, so I'm not really sure why you brought them up... Their translation of D&D mechanics was: A) From 3E, which was a much simpler and easier ruleset to implement, and B) Again, entirely separate from IE's.
In terms of actual gameplay in the Baldur's Gate games, aside from the combat encounter design, I enjoyed: the exploration that was possible in both the games (particularly BG1); the fact that BG2 created possibly the only really satisfying complete city in an RPG that I can recall (Gothic 2 also did a great job there); the varied strongholds available to each class in 2; some of the companions (Edwin and Viconia spring to mind). I didn't love: the epic-level mechanics; their confusing need for inappropriate filler combat in illogical places; the opening sequences in both games.
Anyway, you make some valid points about potential weaknesses in the RTwP system, but mostly it's just down to a matter of opinion. I know it's awesome and hardcore or whatever to hate everything and troll, but you don't need to try so hard to denigrate anyone who enjoyed the games. Especially when, as far as I can tell from you post, your argument is mainly vitriol and cursing.