The points at which the game transition between acts seem a bit arbitrary (mainly for Act I to Act II), and I don’t see a narrative or mechanical reason to lock us out of previous maps and quests. As far as I remember, previous Baldur’s Gate games didn’t have this kind of points of no return. Why do you think they did it? Do you like it?
What do you mean? If you enter Act 2 from the mountain pass, that probably breaks some Grymforge quests, but the underdark is very much still accessible.
Not when you start the final quest in act 2, which isnt really all that clearly stated.
I mean, now I know what I’m doing for playthrough 2, so it’s fine