Here is my view on how evil and evil choices could be present in the game.
I believe that having a degree of evil decisions is of course needed, however i would hate to see a system like AD&D on games like NeverWinter where you have an alignment and either gain or loose points. That leads to either a tendency to go on the average (i kill this guy because he pisses me off and ill need to help the next farmers i find), or to go to the extremes (I always need to help everyone), which doesn't really add to the quality of the game, since your are "forced" on every "choice" you make.
I would rather see decisions and choices like fallout, where you don't necessarily have a good or evil character but he shifts constantly with every decision. I can be a really nice guy but decide that the best couse of action is to drop a nuclear bomb on a city. That action in turn of course affects the game.
Considering also the development and time/resources limits is a preferable scenario since all the decsions are seen by all players and you don't actually brach out decisions to good or evil characters that the other cranch will never see.
Having said that, i do believe that major decisions could have small followup stories, those are the kind of decisions that make you want to play again. When you finish the game you will think, what would have happened if i hadnt dropped that bomb, i wonder...
Golg