Aaah, when all your specific charges have been debunked, work your way down to totally vague and unsupported bitching, throw in a few ad hominems, and claim victory. You've argued on the internets before!
But just for shits and giggles, let's review all the ways in which BG2 took the comfortable, cliche, easy way out.
1. Your character, the protagonist, is a child of the dead God of Murder, who was condemned to walk the earth in mortal form during a cataclysmic era known as the Time of Troubles. Now, seriously, what game hasn't done -that- tired old comfy cliche before the BG series?
2. One of your main companions is an addled berzerking ranger who has mistaken his normal hamster companion for the Giant Space variety. The list of games that did something like that before the BG series goes around my house at least six times.
3. Spend a crapload of development in creating a stronghold, each with a significant quest chain, for each and every class in the game, thus making absolutely certain that players would only experience a tiny fraction of what (when taken all together) amounts to a really huge chunk of development energy in any single playthrough. Every game company I know, both before and after BG2, has been entirely comfortable with decisions like that.
4. Actually full developed romances, to the point where you can even have -children- with an available romance option, and where you can have as many as three or four dozen romance-specific dialogues with up to three female characters (and a male one). This is totally unoriginal, of course. The "romances" in HotU and MotB, which generally numbered four dialogues or less, show how simple and easy that all is.
5. Your protagonist's peculiar constitution actually allows you to access some intrinsic, and horribly evil, powers that make you amazingly powerful, but if you use them too much, can have permanent delibitating effects. I mean really, how cliche was that whole Spirit Eater thing anyw... o wait. No, that was MotB. BG2 did that idea 8 years earlier. Having trouble thinking of the dozen or so games that made that idea "cliche" before BG2 came out, but I'm sure it'll come to me.
6. Crafting NPC's that allow you to bring them components acquired from various places around the game, which they forge into really powerful items. Cliche! Everyone's done that! Well, everyone -since- BG2 has done that, but does the order really matter? If it's cliche -now-, then it was cliche even the first time somebody did it.
I can think of about 10 more ways in which BG2 introduced real innovations into the world of RPG's (the pocket plane, the Hell tests, the infiltration of the Drow city, the planetar advisor, the option to end the game by ascending into Godhood, etc. etc. etc.), but it is kinda pointless. Let me save you the trouble of responding. Your bitching about the game will just get even vaguer, your ad hominems will get a bit more strident, and then you'll tell me to go away again.
Qwinn