Jandau, I may have been a bit harsh.
I know that Bloodlines has unskippable cutscenes, those are the main reason I haven't played it through more than twice (with years in between). And I know there are a lot of places where there's tons of enemies just flooding in from every direction. The thing is, in most cases you don't have to kill them. You don't gain anything by doing so. Play as a Nosferatu or Malk and put on obfuscate and walk right by and you're not missing a thing, sneak past them, or climb above them or whatever and you don't have to worry. Throw on celerity and run straight through and they won't know what hit them.
Try that in a Bioware game and you're dead, since all the bosses will be much higher level than you. I realise what the third issue meant, but to me it's the same thing. Trying to get on with the main quest in Neverwinter nights and having to wade through hundreds of enemies every time to gather every little clue. Compare KotoR that just brags everywhere about being so non-linear and still making almost every map a straight line, with maybe a detour or two that you're still forced to check out, and enemies constantly attacking you all the time, enemies that you HAVE to kill if you want even the slighest hope of making it through the boss fights. What does it matter if you're forced to grind your way through 100 enemies in random encounters or if you have to grind your way through 1000 enemies in a straight line with your goal at the end? The grinding problem is still there. You have to kill the enemies, and you get a ridiculously low amount of exp for each one.
If you didn't want the game to get on with it in Neverwinter nights or KotoR after killing hundreds of enemies senselessly, just there to slow you down, you are a much more patient person than me. For me, for a game to be interesting, it has to be more than just killing the same enemy with different skins 200 times when the fighting just conists of press this button 10 times and wait. Maybe my standards are too high though.
And your last point, yes, I agree that Bioware is one of the best western RPG desigerns, that doesn't make their design any less awful though. Their games are horrible, especially on a second playthrough. The bloody Aurora and Odyssey engines are sickeningly bad, the hit boxes, pathfinding and movement in them feels like something that should belong in a game from the early 90's. The first Doom had better movement control, and that's saying something.
Until they fix their bloody engines, have their puzzles make sense in the story and not just being random very well-known puzzles thrown in for no reason (KotoR with the Tower of Hanoi in the tomb for example), and make the grinding either interesting (pressing flurry of blows or fireball twenty times in a row just isn't interesting in any sense of the word, especially not after the first 200 times), or skippable, their games are going to be bad. Sure, they have pretty nice stories, they make pretty good-looking enviroments, they make sort-of interesting characters. But that's just not enough with all the glaring faults they put in, and the ridiculous mandatory roadbumps with mini-games, extra enemies, unskippable (very ugly) cutscenes, or just really big empty areas you have to traverse.