I'm playing BG2:EE on Legacy of Bhaal mode with Sword Coast Strategems (SCS). It's really enjoyable. My prior playthroughs on hardcore or insane difficulty + SCS) lacked real challenge.
I had put off trying it due to forum feedback that LoB mode was tedious and for masochists willing to spend tons of time pre-buffing and cheesing each fight with summons. And that the LoB depended primarily on having strong spellcasters as melee fighters would be too "squishy" given enemies' large to-hit bonuses. That has not been my experience.
My approach has been to try to offset the LoB mechanic changes by working to match them with the game's own mechanics. Enemy and non-party modifiers in Legacy of Bhaal mode, per the Fandom Wiki, include:
Enemy HP: (Base HP)*3+80. THAC0 Modifier: -5. Saving throws: +5. Attacks per Round (ApR): +1. Armor Class: -11. Level modifier (spell casting level, turn undead difficulty, etc.): +12 for all monsters.
My party is 4 Kensai, 1 Archer, and 1 Skald. Kensais receive bonus +1 to hit and damage every 3 levels up to +13 at level 39. All with dual wielding and using +1 APR weapons in off-hand when available. The Archer (crossbows and shortbow proficiency) receives +1 to hit and damage every 3 levels up to 18 and then +1 for every 5 levels for a max of +9 at level 34. The skald song (+4 to hit and damage, -4 to AC from level 15) provides further enhancement. This effect could also be provided by a blade or any bard class with the enhanced bard song with the High Level Ability (HLA) available from level 24.
I created a full party (no companions in the game have these classes) with max STR, DEX, CON. Contrary to traditional wisdom, I don't plan to dual the kensais to other classes. Whereas mage damage is relatively strong in the base game, it's much weaker when enemies have (*3+80) HP, improved saves, and higher effective level. There is also less utility to casting debuffing spells on enemies (slow etc.) for the same reason.
Settings: Max HP on level-up. I went with LoB + default SCS settings which don't double the damage to players. You could turn the double damage on as it's modifiable unlike the other LoB difficulty increases. I'm sure it's doable with appropriate tactics but it was tedious when I tried it.
While I'm still in progress (nearing the end of SoA), the path has been straightforward. Many fights are still point and click, with bard singing constantly while the kensais and archer attack.
In time, the bonuses of kensais/archers + skald (or HLA bard) song seemed to overcome the LoB difficulty settings. The game has gone fairly smoothly from about level 12 and especially since 15. Between the kensai/archer class bonuses, STR bonuses to hit and damage (or DEX to hit bonuses for archer), grandmastery bonuses, and magic weapon bonuses, I've never had trouble hitting opponents. Finishing them off with the higher HP pool has sometimes required focusing stronger enemies one at a time, whereas point and click work fine for most trash mobs.
The pure fighter classes (kensai & archer) benefited from higher HP and durability compared to multiclass variants. By mid-game, I wasn't getting hit nearly as much as I expected from reading other forum posts. Likely because the bard song AC bonus (-4) largely offsets the LoB enemy's THAC0 bonus (-5), and a kensai with good DEX, cloak, ring etc. can get AC down fairly.
Some fights I had to skip and return to later when the party was more developed. Like Firkraag and Bodhi. But coming back with improved gear, tactics, and progression, these fights were very manageable. Sometimes, I had to tactically retreat and then return to the fights after recovering some HP with regeneration items, or to pick off pursuing enemies at choke points.
For tougher fights, pre-buffing the best fighters with improved haste (cast by the bard) often made the difference. Scrolls of chaotic command (cast by the archer) were helpful at relevant points to avoid mind control effects.
The bard is the only arcane spellcaster. Key spells include knock, resist fear, improved haste, and breach (which has improved effects in SCS). Also remove curse (the SCS golems that apply a non-healing curse present a challenge). The bard hat (which gives lingering song for 2 turns) helps to keep the bard song up in longer fights where the bard must cast breach on enemy spellcasters. Stocking up on relevant scrolls and potions is also key. This contrasts with accumulating large amounts of money with no necessity to spend it beyond a few key items in my prior playthroughs.
The party has no cleric or dedicated healer. Tactical mechanics include managing HP with healing potions, regeneration items, and withdrawing characters to recover HP when needed. Regeneration items (rings of regeneration, ring of Gaxx, Ioun stones, and eventually the Axe of Unyielding) are key. The archer is good for slow poison spells. Restoration relies on scrolls, requiring careful tactical management against vampires or other level-draining foes.
The party has no thief and no way to disarm traps. This leads to a loss of XP from trap disarming and occasional reloads from trap deaths, but overall wasn't as much of a problem as I anticipated.
In some parts, I rarely needed to rest, due to the relative self-sufficiency of the party. Once regeneration items were acquired, rest frequency was primarily determined by the need for bard spells. I also had random encounters set to 4x their normal rate during rest and tried not to rest more than essential.
For flavor, I eventually edited my selected NPC companions to have these classes and attributes for the flavor, while adding and dropping other companions as needed for their quests. But this changes nothing of substance in game mechanics over your own created party.
So far (approaching the end of SoA), this has been most enjoyable BG2 run to date. It has dispelled many of the reservations I've had about LoB mode supposedly being so hard and/or tedious. I've always loved pure kensais and thought that dual-classing them to something else at level 9 or 13 missed out on much of their power. But, the optimal strategies on regular difficulty and Legacy of Bhaal mode are likely very different. Will be happy to circle back with more observations after I finish SoA and ToB.