I go with the former, if you ask me. I have a feeling, that I will never see a community made module, which is as robust and well made, as a 200 hour long Bioware campaing.
Well, sure.... I always felt the same way about the user-made modules for NWN1/2 ... obviously fans being fans and not major software corporations, what a fan with his buddies can make will probably never match what a professional development team can, with actual budgets and resources. I played the user-made modules for NWN1/2 and some were OK... but never quite had the voice-acting, visuals, cutscenes, dialogue richness/interactions, etc. of the developer-made ones. Many people with NWN1/2 *never* played anything other than the various OCs ... I *tried* some of the other stuff at least ... tho as I said nothing out there was very SP-friendly until NWN2.
I doubt you'll see a full "campaign" that's user-made ... for a while ... although the Kal-Sharok one is being worked one (but I don't know the ETA). I expect more things to be, at best, like Alley of Murders ... short "plug in" areas that add some stuff to the existing campaigns with a few new quests ... not unlike the "official" DlCs themselves.
However, the Toolset is young, as young as the game itself (actually younger), give some time, what I think you WILL see in the future are new classes, new races, new items (heck they're making those already), new spells, new specializations, new companions, new monsters,
all user-made ... that type of thing. I understand some are even working on making new ORIGINS besides the canonical six ... this is what I think you'll see.
That, and the usual tweaks to mechanics or storyline ... like letting you romance everyone, skip sequences, improve AI, improve combat, archery, etc., etc.
I think the main thing that needs to be done for the mod scene is force a consensus on an install tool (whether it be DAmodder or something else), and force everyone to write their mods for use with that install tool, insuring everything can be seamlessly uninstalled, and then have that tool force the compatibility problem check, i.e. "does this mod work properly," "does it play friendly with others," "does it include documentation on how it's used". This needs some "cleaning up" still.
And yeah, I also liked the AD&D ruleset more than the new system.
Which one? If you like the Vancian spell memorization of 2E (which was more or less kept for 3E), it's
gone in 4E. The "official" (4E) rules for D & D now longer have it. That makes BG2 an archaism.
I never liked the whole 2E system of "humans double-class, demi-humans multi-class" and there were very limited multi-classing options and no prestige classes. 3E improved much of this, and that got carried forward to 4E.
I would not mind seeing a 4E-based CRPG; it seems almost designed for crpg/mmo play by nature.
Whether you like it or not, take a peek at the new 4E ruleset ... you'll see the mechanics for warriors and rogues and mages very similar to the system being used by DAO right now.
Still, BG2 was much longer, because it had more places to go, and the world was bigger.
But if you think about it, did not have anywhere near the amount of "free exploration" area (i.e. places you could just go to fight, loot, grind, and do stuff not related to mainquests) as BG1 -- which was a complaint of some BG1 players, btw.