Interestingly enough, they've already stated that characters have souls. To interject the notion of a "soul's personality" or palpable elements of a soul, we must understand that alignment could exist, per se, and be interpreted culturally. Alignment may be a cultural phenomenon, but it could be (in this fiction of PE) an actual thing to sense and describe. I do not object to a society developing notions of good and evil. Should a culture find it helps them to describe traits they find dangerous as "evil" then so be it, if it helps them survive (or if they feel it helps them survive). I rather like the Runequest RPG notion of devotion to deities and runes. I eagerly await a new game set in Glorantha (even though this isn't it).
I think that if there are indicators of deeds done, killing anyone might be evil -- but we should mete out story event by what is noticed. Rather than just flag the game that so-and-so died, also flag the player character (if they know they've killed someone) and any NPC with qualifiers on *what* they've observed or heard reported to them. A global observation/belief engine, if coded, might be unique and interesting. I do not think to see such a thing in this game. After all, two hundred grand in real dollars so we can play house is a bit much. Are they going to let us play Sims with that house and decorate it? Are they intending to include houses for each NPC for them to decorate uniquely to each game replay? How much more would a fancy-smancy NPC behavior and observation AI cost?
Well, alignment might cost us all less.