At the risk of fanning the flames, I'd like to explain a bit about what Snowdog65 is criticizing. Every game has its quirks, to be sure, and a lot of what Snowdog65 is writing about stem from some minor differences between NWN and NWN2.
First of all, the mis-timed running animations are probably due to how NWN2 allows the builder to scale creatures. A creature with its scale set to something below 1.0 will appear smaller, and its strides will cover less ground as the creature moves through its animations, even as the creature itself moves along the terrain at normal speed. Since most of the playable race animations are actually just resized human animations, elves appear slightly out of sync with the ground, and gnomes and halflings more noticibly so. If OEI had more time to obsess over the details back in 2006, maybe they could have rigged up some sort of solution. As it is, though, we get resize creatures on-the-fly in the game, which makes for some interesting variety.
As for the demos and hacks, NWN2 has two powerful tools that NWN doesn't, an override folder and a customizable GUI. The hacks aren't really hacks, they're semi-legitimate ways to insert new content into the stock campaigns. I actually think its quite odd that the community hasn't produced more of these things, especially for the sandbox-styled SoZ. The demos probably belong in a category all their own (my own tactics demo is stuck into the scripting section instead of the module section), but I don't see how their presence is in anyway detrimental to the NWN2 library.
The halting conversations are probably due to the use of lip-flappers, empty sound files that cause NPCs to move their mouths when they talk. Of couse, NWN did just fine without moving mouths, but some folks like to see the jaw-wagging in NWN2, and that demands a sound file attached to the conversation node, with a set delay of a few seconds. Cutscenes in NWN2 aren't the most elegant things in the world, but they are a step up from NWN.
All in all, alot of the kludgyness and roughness of NWN2 comes from just how open the game is, and just how much unpolished possibility is there. It's nigh impossible to get anything to work perfectly in NWN2, but you can kludge up just about anything with a bit of time. While in some ways NWN is the more effecient tool for throwing together cRPG adventures, and other games certainly look better, it's that sense of open possibility that keeps us NWN2 modders stuck here.