1. Quickcast. Click F, select spell, select target. No need to put it in a quickslot or use radial.
True.
Except that it means taking an extra "step" in the selection process, something that using a quickslot for is better, quicker, and more convienent.
An interesting feature that I abandoned after finding out that it is just...clunky. I use my Logitech Keyboard G keys to do much quicker and better spellcasting, and other types of bindings, to be honest."
Except that you can use both quickslots and the quickcast with NwN2. It's not forcing you to use one or the other.
I played a Sorcerer throughout SoU and HotU as well the unofficial "sequel" mods.
Having to delete a spell from the quickslots as well adding the metamagic versions you might need each time you learn or unlearn a spell is tedious and creates a clutter because you need to find an empty slot or just delete them and make them more organized.
Also NwN1 uses the F1-12 buttons for the quickslots. Using the 1-9 buttons is more convenient (closer).
Quickcast solved my hands. I never had to put any spells in the quickslots again, everything is organized I only use the quickslots for items or special abilities.
"2. Controllable Companions. One of the main reasons to go with NwN2.
This is a good comparison, that NWN only has a work-around for. It is possible to control companions, but one has to go through a tedious process of saving, leave game, replace main char with companion, load save process ala OHS."
Vanilla NwN1 doesn't have controllable companions. I mean full control. Not possessing workarounds. It's hardcoded unless you give me proof that there's a mod that makes you control companions the same way NwN2 does it.
And I mean: click on portrait/model, take full control.
"3. Real Crafting (closer to PnP). Molds/Essences/Recipes/Crafting Feats.
A non-issue that the PRC fixes. False."
The PRC is a mod. Those don't count. That's like saying that the Icewind Dale games having no companions with stories or dialogue is non-issue since there are NPC mods.
Also the PRC needs to be injected into every single module to make it work and it's size makes the loading much slower plus adds way too many uneeded stuff.
"4. Strategy Mode. Gives you an Infinity Engine gameplay.
A camera choice that one also has in NWN with the Camera Hack. False."
Also a mod. Not sure about the hack, but does it include the option to create selection boxes like in the Infinity Engine games to select multiple companions and them where you want? If not, then it's not the same.
5. No Inventory Tetris. Like in the Infinity Engine games.
This is true.
6. Sort button. Even if you had Inventory Tetris, this sorts everything by category.
Also true.
7. Autodownloader for PWs. Click on a server and you get everything you need.
A very good and necessary addition. True.
"8. Fluid storyline, no gathering stuff to get to next Chapter, repeat. It felt so tedious in the NwN1 OC.
"Fluid" is equivalent to railroading. Subjective. What is tedious to one, is great to another. What is true here is basically "no gathering of many things to get to next Chapter" - but you have to take in certain party members or no advancement, etc."
Gathering 3-4 items, bringing them back and proceeding to the next chapter is tedious, lazy and boring.
(Gather the Waterdhavian creatures, gather the information, gather the words of power)
To me, the NwN1 OC was extremely boring. I agree with the forced companions but don't mind them as much.
"9. Mask of the Betrayer. Amazing storyline, nothing close to Nwn. Many people compare it to Planescape Torment.
We get into a real beef here. I absolutely HATED MotB!!!! The Soul thing was an abhorent, forced mechanical monstrosity that basically made the game for me unplayable as is. I had to cut it out. Much of the storyline just made me cringe. The Barrel o Lootz and absolutely ridiculous Epic Gnolls and Co. broke immersion so badly, it was a joke! Subjective and false. NWN has many "amazing Storyline" type adventures."
I was talking about the general reception from fans. Many, many liked it and heard it was great from multiple sources (friends, forums, reviews).
NwN1 never had something that compared to it. The closest was HotU which is awesome but it's still a dungeon crawl, Diablo-style.
In the end, you were just the average Joe that managed to kill/banish/bind the second most powerful Archdevil of the Nine Hells.
"10. Storm of Zehir. Hardcore Campaign. No respawning or Stone of Recall. Here you survive, the hardcore way.
SoZ is my favorite part of NWN2. However, this is not a "reason" but just a plug. So false. I can say "NWN had HotU blah blah blah"..."
Wrong, by default NwN1 never had anything similar to SoZ. No full party creation, no world-map exploration, PnP rules (no respawning or Relic of the Reaper), no using the various and often useless skills in the wilderness.
"11. World Map for fast travel. Click on a location and you go there.
NWN has this as well. See Danger at Daggerford. False."
Danger at Daggerford. As in semi-official third party (Oasis Studios not Bioware) mod. NwN1 OC, SoU, HotU never had any kind of World Map
"12. Overland Map. Don't like the World Map? Now there's the interactive map and there are skill checks too.
NWN can do this as well. False."
Not official. Not as intuitive or easy to create an Overland map in there. I think that NwN1 doesn't have mini-models for cities or other objects.
13. Party Creation. Create your full party from scratch.
NWN can do this as well with the OHS. False.
Mod, again. A pretty tedious one also.
"14. More races. Gray Orcs, Yuan-ti Purebloods.
PRC introduces more races than one can shake a stick at. False."
Mod. Also requires installation of the bloated, in my opinion, PRC, into every module and then a third-party tool to even be able to make one.
"15. Subraces. (Can be combined with the above) Drow, Wild Elves, Tieflings, Planetouched, Duergar etc.
PRC introduces subraces as well as some other scripted haks. False."
Mod, once more. Requires the third party tool to create one.
"16. More Base classes. Spirit Shaman, Favored Soul, Swashbuckler.
PRC introduces more base classes as well. False."
Mod. Also creating spellcasting classes in NwN1 is hardcoded. Can only be made possible by turning them into feats, making for one bloated Feat sheet.
"17. More prestige classes. Duelist, Eldritch Knight, Red Wizard, Doomguide, Stormlord, Arcane Trickster etc.
PRC introduces more prestige classes. False."
Mod. See above.
"18. Real spellcasting classes. Not just slots. Here spellcasting PrCs actually advance spellcasting and caster levels.
PRC introduces real spellcasting classes, not just slots. Here specasting PrCs actually advance spellcasting and caster levels. False."
Mod once more. Vanilla Pale Master advances only slots. Did they fix that with the PRC? I mean durations and DCs changing.
19. Terrain creator. No external tile based areas. You can paint the area as you wish to make it unique.
True.
"20. Behavior tweaking. You can have them do or don't do various stuff. Tony K's AI improves it further.
One has this as well with Tony K's AI for NWN (where he started). False."
NwN2 has it by default (the vanilla Behavior tab), Tony K's AI improves it.
21. No body part clipping. Seamless bodies. Armors don't look like Legos with various seperate parts.
No body part clipping, but major clipping issues with some armor and cloaks, etc. I would say this is true, however.
"22. More voice sets. In addition to the ones in NwN1.
They can be added to NWN, and there are haks and overrides for NWN that include all the voices from the game. Not true."
They "can" be added. Just like in NwN2. NwN2 has more by default. Fact.
"23. Real Magic Bags/ of Holding. Each Bag of Holding can have, what, around 100 DIFFERENT items inside?
Ok, true, but with multiple bags of Holding, inventory is basically a "meh"."
Multiple Bags of Holding means more inventory tetris, having to find in which bag you have which items.
I'm not sure in which module I did it, but I remember having like one inventory page just for the bags.
Then I had to open each one to find every item I might have stashed there.
24. Personal keep. You have your personal castle and stronghold. Along with merchants.
True.
25. 10x12 Quickslots. NwN1 had 36? Here you have 120. More than you will ever need.
True.
"26. Even if you don't use all 120 slots, you have four bars at the same time on your screen, they're transparent also.
True. All these are parts of the UI improvements. So I would reduce them to ONE (1) improvement."
"UI Improvement" is too vague. I'm giving individual reasons why each of those changes are important in the UI.
More slots is one reason, multiple slot bars at the same time on the screen is another and it's worth mentioning.
"27. Draggable Windows. Drag the various windows or the log to make them however you like.
See above."
Likewise.
"28. Easy to customize interface. Don't like the interface? Thank Tchos for improving it for large resolutions. 
NWN has a customizable interface to a degree. False."
Improved for higher resolutions? Changing the inventory into one big page instead of multiple pages?
The UI is hardcoded for NwN1 except colors and skins.
29. Easier to set abilities on Quickslots. Go to Skills/Feats and just drag them. No need to search in Radial.
True.
"30. Much easier to create custom content. Kaedrin's Pack/Reeron's and various PWs are grateful.
Blatently subjective and IMHO false. Custom Content is much easier to create for NWN, coming from a CC perspective."
I didn't mean the toolset. I mean finding, editing and changing the files themselves.
Nevermind that NwN2 has stuff like KEMO Scry, KEMO Auction, KEMO Auction etc.
Less stuff are hardcoded in NwN2 and that's another fact. Not all or enough, but still more.
31. Custom classes/races require no injecting in modules like PRC. Just throw in override with multiple folders.
This is true. However, one can add the PRC to the base of NWN itself, removing the need to add it again for each mod, etc.
32. My Documents default folder. Harder to screw up or install stuff. If you reinstall, it all stays there.
True.
33. Modes are in Modebar. Easier to activate/deactivate. Click for Power Attack or Defensive Casting.
True.
"34. Modes don't reset after moving. Can stay on. No need to reactive Flurry every single time for example.
Except that often the AI will reset the Queue when one is unselected/selected, making for the "Yo-yo" effect - really irritating. However, true."
Can be set to not change the selected modes. Still less irritating than enabling Flurry and then taking a step to move to the next target and having to enable it again and again and again.
Played a Monk in the NwN1 OC. Extremely tedious to reclick Flurry every time.
35. Toggleable Low/Darkvision. Self-explanatory.
True. It is toggleable.
"36. Lipsyncing. In NwN1, characters constantly moved their heads up and down as if they were having a seizure.
True. I won't get into all the bugs with it here, though."
Bugs or not, NwN1 had no lip-sync or even moving lips.
"37. Better/More detailed character creation. More, more, more. Races/Classes/Feats/Colors/Hair
Blatantly false. Additions to NWN in the CC area far, far outstrip character creation in NWN2."
With PRC? Again a mod that works through workarounds. NwN2 has more races/classes/feats etc by default. Fact.
"38. Warlock class. Especially the mixing of Essences and Shapes. People on hardcore PWs, LOVE this class.
Warlock is added with the PRC."
True. Also a mod.
"39. All conversation skills supported in first campaign. In the NwN1 OC, Bluff and Intimidate were basically useless.
False. Useless they were not, just not as useful as in the first OC of NWN2."
Intimidate and Bluff were added in the later expansions I believe. The NwN1 OC only had Persuade.
Unless I'm mistaken, Intimidate and Bluff are useless for the NwN1 OC because the conversations weren't coded with them in.
"40. Cloaks supported from the beginning. And they move nicely too.
First part is true. I despise NWN2 cloaks, however. NWN CC cloaks are much better IMHO."
Mod. And cloaks became possible much much later and they were stiff also in the beginning.
Not sure how they are better in NwN1. Do explain.
"41. Visible boots/gloves. If you equip gloves or boots, you can see them.
Possible to do in NWN - false."
Possible only if you change the appearance every time you equip something. If you equip an item in the vanilla NwN1 with the expansions, they don't become visible. Fact.
"42. Face visible with helmet. No more "Circlets" of Intelligence that are fullface helmets.
Possible in NWN with VFX. False."
Mod. Default Circlets of Intelligence in NwN1 are fullface helmets. Fact.
"43. Better animations in general. Especially the female ones. And especially the Monk animations.
Blatantly false. The animations in NWN are much smoother and much better done than those in NWN2."
I admit it's subjective. I still consider them better done. And I like the NwN2 Monk animations. Spinning kicks, double kickboxing air kicks, flying spinning kicks and karate punches. Fitting to a monk.
Unless I don't remember right, the NwN1 Monk animations are basically boxing jabs and "This is Sparta" kicks.
"44. Real hands with visible fingers. Only possible with a mod in NwN1, still stiff fingers.
Since it is possible in NWN, false. Throw it in override and done. Thanks Issig!"
Mod. Default hands in NwN1 are closed fist-like blocks. Does the mod add animations to the fingers? I don't remember it.
45. Eyes that move and blink.
True.
46. Icewind Dale/Baldur's Gate remakes made possible. And both have been released.
True.
"47. Every race/subrace looks different. Not just different colors or effects.
Blatantly false. In NWN, every race and subrace can also be different."
There are no subraces in vanilla NwN1. Fact. At best, you can change the name of the race and the color. Otherwise, it uses the default models. In NwN2 Wild Elves look taller and thicker than elves, Drow are shorter, each race has different heads. Fact.
48. More customization options in Options. Especially for the Gameplay Modes.
True.
49. Campaign Selector instead of installing multiple modules. Nice and tidy, not needing multiple parts.
True
"50. Sorted Feats on level up by category. Only downside is that the Focus etc Feats don't have their own sub-menu.
True, but part of the UI improvements, so it goes in the improved UI catagory."
Minor reason I admit. Still it's nice to not have to search for a special feat in alphabetical order. Want a spellcasting feat? Go to the spellcasting category. Deserves a seperate reason.
"In retrospect, I would say your "50 points" are really only 23."
I just told you why that is not true.
Most of your arguments is "not true, mods do that". NwN2 improved and added stuff by default without needing a mod.
That's like saying that Fallout 3 is better than New Vegas because mods do the same.
Both games have mod support, the latter ones just have stuff that the former ones don't have and that's another fact.