I never got past the beginning of Ch. 1 lol. I just played that far to get familiar with the controls, died a few times, and said forget it!
I mvoed onto the Multiplayer realm, and I've found that the game gets old very fast unless you're in a group, and a good group. The game seems to be faster-paced... A whole encounter would take about an hour in PnP, but is over in about a minute or two online...
I started designing a module, but I never finish what I start. I got frustrated that the smallest tile is 30 x 30 feet, so many of our 5-foot/10 ft wide dungeon maps are Huge hallways.
The monster selection is good to start, but overall, when I started looking at them, they hardly follow the monster manual at all. They usually have the right hit points, but damage, bonuses, saves, and especially skills and feats are totally different. I was hoping to add a few creatures they missed, but got frustrated because I couldn't make them exactly like the MM. (There are no tail attacks in NWN, for example...)
The HCR is fixing many of the problems that Bioware tossed out for the sake of fun.
One of the major issues is that you can create an item just like the DMG, but the game puts a Level Restriction of, say, Level 24, therefor no character/monster can use/wear it. In fact, this happened in the 4th chapter at the end of the Single Player Campaign; some characters were given an Amulet to beat the boss, but had a Level Requirement of 26.... it was useless!
So there are a bit of flexibility issues out there for builders. It's so easy to find the limitations rather than the benefits, just like E-Tools.