~I've been trying to think of some sort of reason why we should go to Baldur's Gate, but I can't really think of any. Except, perhaps, that it's THE GODDAMNED NAME OF THE GAME.~
Some characters and dialogues are obviously self-referential comic relief (Larry, Darryl & Darryl, Borinole Mann, Maple Willow Aspen, Noober, Lord & Aphril Foreshadow, etc.), but I can ony think of a single instance where the game actually breaks the fourth wall, and that's with Cespenar: "What? You only needs gold for that and you still says no? Okay, is your game, I guesses."
I would leave this text unimplemented. It does sound a little like Montaron, but more like something the PC would write in his Journal.
CORIAN.DLG seems to have been intended for a ranger named Corianna:
This would seem most logically implemented in Larswood, or whatever map is just west of the Basilisk map.
ERLIN.DLG would seem to go to ERLINH.CRE, Erlin Hendrik. ENNA.DLG also comes up with no hits, and should be associated with Erlin's wife, Enna Hendrik (ENNAHE.CRE). .... Not too sure where they're supposed to be located or what you can do to Mrs. Hendrik.
In BG1, they would fit nicely on the Ankheg Farm map: The Hendriks take the land currently occupied by the fishermen, and Jeb lives on the Brun's farm. They also might be placed on the land south of the river in Nashkel, though I forget if there are
two farms there, or only
one. What you (possibly) did to Enna is to kill her, of course--you offer the suggestion that she's got something valuable hidden in her innards, she turns Hostile, you kill her.
I'm of two minds as to whether this should be restored at all: Obviously, there's no reason to screw up the Anhkeg Farm / Tenya quests just to provide a duplicate of what's already in BG2. Then again, the BG2 version is really cramped--neither the Hendriks nor Jeb really feel like they belong there, I'd much rather see them on an actual farm.
GHELDE.DLG belongs to a gnomish cleric in Baldur's Gate named Gheldehar. He would like you to get his boots back from Pilar (PILAR.DLG), a half-elf at the Friendly Arm Inn. It also seems that Pilar would like her ring back from Gheldehar. Neither appear in the game, I don't think.
That's distatefully similar to the Arkion / Nemphre quest, IMHO at least. Then again, it would be nice to remove Phierkas and her Algernon quest (keep the cloak in the game for bugtesting purposes, but by all means don't call
attention to it), and have something to replace it with.
~Awake, my adopted child. Awake and face the terrible tests ahead of thee.
This thing is just SCREAMING Slayer Dream, so I'm very surprised to see it in BG1. I can only surmise that BioWare was already jotting down ideas of what they'd like to do in the sequel.
A random ho can always be added somewhere.
I'd like to suggest Quenash: Her non-Balduran-related dialogue has always seemed sparse (not to mention extremely unfriendly, considering her profession) to me.
QUONIN.DLG was apparently tied to another gopher quest:
It seems odd that a Priest would ask for a Potion of Mind Focusing instead of Insight, but who knows, maybe he's min/maxed his stats. I would tuck him in an out-of-the-way corner, perhaps in the outdoor slums section of BG NE.
SHILO.DLG belongs to SHILOC.CRE--Shilo Chen. He seems to be a ranger in Baldur's Gate, who gives a similar quest as Bjornin:
There are no Ogre-Magi in the Wood of Sharp teeth, nor do they ever appear in groups except in the house in BG City. The gloves sound like Gloves of Pickpocketing. I'd leave this dialogue abandoned.
SHOP09.DLG is for a storekeep who has no .cre file. Can anyone think of an empty building that looks like a store that needs a keep?
There are plenty of shopkeepers in BG City, and most of them use the same STO file, so I'd be willing to bet that there's at least one duplicate DLG file in there too.
SHOPGE.DLG belongs to someone random in the city of Baldur's Gate. I can't find a reasonable .cre file to associate with the dialog.
These are just random (well, the first one isn't random, it's Charisma-based) things for shopokeepers to say when you first talk to them. Wouldn't hurt to see them added.