If we end up with non-lethal options in the game, I hope they don't receive any "special treatment" in terms of experience points or quest options.
In many games a stealth/non-lethal approach to a mission rewards the player with more XP than going in guns blazing and I find this approach to quest design & rewarding as totally skewed. If it's supposed to be open-world-sandbox-non-linear RPG, I want to "PLAY MY ROLE" as I see fit and not wonder "damn, if I don't kill these guards but crawl by them, I'm gonna get more XP".
Exactly. I didn't like it in HR, even tho my first play through was completely victimless. Same with hacking - for hacking doors you do get XP, but if you would take effort to find right code to open doors you wouldn't get any XP. In original DX XP system was much better - it didn't care how you achieved your goal, it did reward you for results.