Eh, look. There's a
quest in Defiance Bay where you find a necromancer vampire in the sewers. You deal with him one way or the other, then you move on.
Later on, in an entirely different quest, you find a
book where you discover that random dude in the sewers was nothing less than the apprentice of the man who invented necromancy
(well not exactly, but as far as most people know he did it first).
I thought that was really cool (and the kind of BG2 Athkatla-ish moment that haters of PoE swear it doesn't have). You would probably say that it's disjointed and you didn't care. What can be done? You either get that sort of thing or you don't.
I also really liked this detail when I saw it. Sadly its being there was an exception, rather than the rule in the game.
Regarding the Raedric quest - I think in general creating situations where the writer places the player (or reader, or viewer) in the shoes of a judge should be approached carefully, especially in a computer role-playing game. Some people want to roleplay a classical "cultural hero" type of charater, who rights wrongs, and takes an active role in setting things right. This type of player is okay with often being in the shoes of a judge over the problems presented by the writer.
Other players also want their characters to take an active and overt role, but not in the classical "fixing the world's affairs" way, but in some other way, in accordance with their character's worldview. And there is another type of player, the one who roleplays an aloof character, a more egoistic, or more self-centered character, and so on.
Not that these characters don't affect the world, they have to affect it, even through their refusal to act, if the plot is to advance - but scenes where a bunch of information is served to them, the scene is set, and they have to "Make The Call", by choosing some dialogue option, such scenes don't suit these characters.
At some point in DA:O I had gotten tired of this theme that nobody can sort their shit out, and is waiting for me to arrive and tell them how to organize their lives. In some cases in PoE, I've also felt forced to make decisions on mattes which do not necessarily interest my character. It felt bioware-ish in the wrong way (if there even is a right way). So, I would appreciate having this role of the player character better obfuscated by the writer.
I'd give extra points for the writer putting my character in situations where he creates unintended consequences which solve a problem somewhere other than expected, without achieving the intended goal. One of the most memorable side quests in BGII was the Temple of Helm asking my character to help enlist the sculptor Sarles. Look it up, it's a great case study of a fun RPG quest.