On the topic of disruptiveness, I think the CE "I kill and maim whatever the hell I want cuz I'M EVIL YEAH" is just as disruptive as the "You shall only do the utmost of good or I will smite you/throw a big stink" of Paladin's Lawful Stupid.
Not to mention the question of "So, do we kill the baby goblins?" has been around for decades.
And personally, I see the "I'm going to burn the village down for fun" evil just the same as "Teehee, I'm a kender and I'll play a kender like kender are!" They're both done for the sake of being annoying/disruptive, and alignment doesn't matter when it comes to the player.
No one's gone into the rape fantasy thing. The party isn't so much pro-actively evil that they go around doing evil things just because, but, their methods for achieving a goal are certainly evil. Watching the LE monk put a harpoon into the back of the guy who was swimming away because he wanted to eliminate witnesses pretty much sealed his alignment.
Indeed.
Personally, I dislike alignments. I hate how they are treated in the game. But in the more philosophical point of conversation, as opposed to what Evil means in game terms...
"Evil" is a very fluid thing, IMO. From fiction and TV, we have Dexter, a serial killer who stalks, kidnaps, and then kills people - only his victims are murderers who cheated the legal system or otherwise evade justice. In "The Professional", a contract killer takes his 12 year old neighbor under his wing and protects her after her family is killed, and he goes well out of his way to protect her. Elaith Culnober is an utterly ruthless elf, however he has a sense of duty, and cares so much about getting his ancestral sword to accept his daughter. Then there's Marv, from Sin City, who stalks and kills anyone responsible for the murder of an innocent woman whom he loved. Even Magnito, who has a legitimate point, merely goes about it in an utterly unreasonable manner.
Evil can simply be "Good intentions, bad methods". An evil party could be utterly loyal to the members, but be ruthless and unflinching to anyone that crosses them. It could simply be "efficiency"; anyone that surrenders is killed, to avoid retribution in the future. And it can be simply "I dabble in evil powers or bad things"; raising the dead, taking surrendered enemies as slaves, etc.
I personally see LE as the Mafia. That totally works in a group dynamic; the "Family" is loyal to eachother, or at least follows a principled code. It also follows tyrant behavior; "I will protect you, as long as you follow my strict rules. Betray me, and I will do horrible things to you." NE is moral-less, opportunistic, and utterly mercenary, but can still function in a group.
And really, I have been wanting to play a little anti-hero game for a while. Either focusing on rising through the ranks of a Thieves Guild, or re-inacting "Prison Break"; the characters are in prison: Break out, evade capture, make your way in the world.
But then, I have a distaste for very Heroic fantasy. Being an adventurer just because "You are a good guy" isn't my thing (except in one campaign circumstance), and I don't like "Let's save the world" plots, at all. Improving the world, sure, but stopping the apocalypse is... boring, to me.
I only have two rules as far as this goes, and it applies to all alignments:
1) Do not disrupt. No betraying party members, no mass carnage "Just because". No deliberate plot disruption.
2) You must have a reason to adventure with the party, you must have a reason to stay with the party.