All in all, changes in plot arcs tend to follow fan demand over what game designers want. All the assassins died in Faerun not *just* because uncool AD&D2 made it so, but because they were a widely despised class in 1e. In fact, most of the AD&D2 changes were themselves focused responses to 1e complaints at the time.
But that was a rules change. You don't need to kill all the assassins to satisfy the requirement that assassins be removed from the 2E rules! I find it very hard to believe that it was faster and cheaper to come up with the whole Bhaal-dies-and-kills-all-the-assassins story than it would have been to say, "Assassin characters now use the thief rules."
It's quite rare that metaplot is required to justify a rules change. You'll note that there was no Time of Troubles when Forgotten Realms went to 3E, even though the rules changes were far more drastic than the 1E/2E transition. The Spellplague was more about fixing perceived flaws* in the Realms than the conversion to 4E; if the 4E conversion were the only concern, it would have been sufficient to provide an origin story for dragonborn.
Like I said, both the Avatar Storm and Bhaal's sacrifice smack of 11th hour Hail Mary attempts that, like it or not, are part of making things that you'd like to ship in a timely fashion -- but keep in mind that metaplot is inherently ambitious, and requires a constant effort.
Here's my question: What is the purpose of this effort? What does metaplot bring to the gaming table? I can see a few possible answers, but without having an answer it's impossible to say whether any given metaplot element is well executed, poorly executed but necessary, or a total waste.
[size=-2]*Let's not get into whether the perceived flaws were actual flaws, or whether fixing them justified taking such drastic measures. That's a whole other can of worms.[/size]
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