JUst as a note, as it sticks out so much also in comparison to other games (RE: Combat).
In like 40 hours or so, I've encountered multiple enemies that are just for that one encounter, and that encounter only. I've never seen them again. Like
. This is so wasteful, they even blend the music in and out seamlessly whenever one of them starts , actually, singing -- yes, they actually recorded a singer singing for this. And yet, it's just that one encounter, never to be seen again.
This fits the entire "quality over quantity" approach that is attempted, and I wish more developers would run with it. I mean, this isn't Broken Roads (fingers crossed that it will be good) -- but it is also highly unusual that even a barbarian semi-regularly has options to just intimidate foes to drop their weapons. On much lower budgets, Tactical Adventures tried similar with Solasta, though mostly in their encounter design/density.
If you really think about it, most areas in BG2 are dungeon crawls in disguise, with enemies everywhere. And ToB is just trash mob after trash mob either way, outside of the bosses to kill, which is the entire main quest of the game anyway (man, what a disappointment that was, no less as Icewind Dale did this all so much better years before).
Generally, combat feels too easy though (still playing on normal mind). And a few of that can be attributed to their home-brewn stuff, such as shove and the like being a bonus action, rather than an action. However, my warlocks upgraded Eldritch Blast acts as a "shove" anyway upon hitting, so if an enemy, boss included, stands on a ledge into a chasm: GG.