Carradice: The "corridor syndrome" is indicative of rushed jobs, in general. It is filling the world for the sake of filling it. The strength of KotOR II is, admiteddly, in the narration and in the options for building the personality of your character, and how everything about the motives of your actions is questioned. The narration has its tricks, though. For example, when, at the end of the first chapter, you are asked why you did that, all of the possible answers were insatisfactory, to the eyes of this player.
Yeah, for all the supposed choice and reactivity in that game the end result is mostly the same no matter what. SPOILERZ: the Jedi hate you either way, Kreia kills them and becomes the villain either way. Granted most games don't offer that much reactivity, but the game makes it seem like you could convince the Jedi or change Kreia, and you can't, and I feel like that's a bummer in a game known for choices and decisions.
morolf: Those sections where you're suddenly forced to play as one of the side characters were all super-irritating imo. In the case you mentioned it was especially ridiculous iirc because that woman isn't even a member of your party at that point, so switching over to her feels just odd in a "Why am I even supposed to care about this person?" way. Unless I'm mistaken the character also isn't even crucial for the main plot, so it's just strange you get a "game over", if you fail in that section.
Yeah, I picked that one because of that. It's super out of nowhere, and the fact it's annoying and likely different since you're used to a lightsaber... meh. Honestly any party-based game that forces a solo section is probably being annoying, and why developers still do it is beyond me. Same with escort quests with vulnerable NPCs.