Not an issue for me. The hard part is figuring out exactly how a particularly type of character would react to a situation. Chaotic evil people are very difficult to understand because they will sometimes do things that are completely against their self interest just out of spite. Yes i could kill the asshat that just talked down to me but then I won't be able to play tag in the streets anymore.
there should be a system in place that uses those alignments as a whole, but a little differently. youd have a disposition meter or "renown/reputation" meter for each hold and its boarders and the choucis should be based upon the alignments. the consequences should define your alignment to add or subtract from your disposition bar towards that hold.
quests should also have multiple reactions for example a quest chain has you confronting an "evil" dictator multiple actions should be thought of like
what if you killed the dictator before starting the quest?
what if you talked him into stepping down?
what if you got the guards to resolve it (both killing, and talking)?
what if you got the people to rebel (both simply killing him or just overthrowing him)?
what if you talked him into trial and (won/lose) because of guards/people?
what if you joined him?
what if you stood up during his plea, or saved him before death? or killed everyone and overthrew it yourself?
this is a game i want, but those options for a single quest let alone a town or province would be way too large for current games to handle, but thats what im looking foward too