Well that was a lot of fun. Frustrating at some points, but I've logged a little over 45 hours of game-time and that's well worth the money I put into it. Great work, Obsidian.
Overall, I'm happy with it. There are some nasty bugs, but the console commands let me work around them and patches will take care of those in time. I enjoyed the mechanics and gameplay, though I think some rudimentary AI (setting combat behaviors perhaps) would've gone a long way towards not dying as often as I did.
I think the story could've been stronger if it didn't split its plot between your soul going mad, and Thaos' soul harvesting. The former is almost a side-note; you get some hallucinations, but it mostly serves as an impetus to pursue Thaos. It kinda feels like they tried to mix some Planescape: Torment in with Baldur's Gate and didn't quite get the levels right. The personal quest just didn't feel as compelling to me as the threat to the country - soulless infants are serious business.
I was really wowed by the subject matter there. Especially with the various instances where you could see families taking care of still children. I think that was a really strong point, and it pulled me into the game more than anything else. That was what motivated me, rather than fixing my soul, to the point where the latter could've been dropped entirely and I wouldn't have noticed anything.
In fact, the whole "you're going insane" plot was basically carried in a few text-boxes that you could completely ignore. I think it would have been stronger if there were periodic hallucinations, where instead of a purple haze and text, the game transitions to a scene from one of your past lives that you play out, only to come back to reality and see that your actions had real effects. Maybe you hurt someone, or destroyed something valuable. It'd give you more of a reason to get the problem fixed, I think. As it stands you can pretend it's not happening and just focus on saving the children.
I didn't complete everything, though. Didn't finish the Endless Paths because of the 13th-floor door bug, never finished Durance's quest (it never seemed to advance even after I went through all the dialogue trees) and I never finished the Eskimo-knockoff's quest because she kinda irritated me. I was also kinda saddened by just how poorly my epilogue went; it felt like I got the worst endings for a lot of things, despite trying to be a good person and do the right thing. I must've put my faith in the wrong people, or maybe you just can't change some things after all.
I enjoyed the more direct consequences for my actions. Having assassins come after me and people I spent time with was a nice touch (I was actually shocked and dismayed to see Seral's body in the streets after I paid her enough money for her to start a new life). But I didn't notice a whole lot of results from guiding characters down one path or another (telling Aloth to accept or dominate his other personality, wiping the Grieving Mother's memories or not). Maybe I'll notice more differences when I do a new playthrough with different choices.
There's a whole lot of material and worldbuilding here, and I'm hopeful that Obsidian found this to be enough of a success to create a sequel or two for it. I'd love to keep playing in this setting.