I can no longer remember all the quests/sub-quests, but I believe there is at least one that is more or less class/alignment specific. It truly is difficult to remember it all now, I did so, so, so many play tests.
I do remember requesting fairly early on (there was a team vote made on this as well) that all the quests be made available to every player regardless, but I seem to remember that there was one at least, that only showed up if you did something specific.
After the team voted, and by BenWH's main goal, as much as possible was done to allow everyone to find/do everything, but each quest changed slightly as your end choices were made. The idea was that your choices FORCE certain penalties or bonuses to your character.
I know I was forced to test as evil, as good, as neutral and make some other choices along the testing phase to ensure that as much as possible was tested. I do know that if you play evil all the way, or play good all the way, the end was different. Unfortunately, as I mentioned much earlier in this thread, the "end" was designed to be a stepping stone to part 2 which was never created. Whatever "end" you went with (by your own choices) was supposed to affect even more as the 2nd part was played through.
The team did a roundtable type discussion on this, actually many times, and one of the most common thoughts was that most modules out there, don't really force you to pay penalties for negative play styles. Or allow you to do anything at all regardless, and still "win" etc. We even discussed having folks in a given location recognize your actions when you opened a box and stole something. I do know, that there are spots where you can turn the entire town against yourself if you make certain "mistakes" in your actions.
I also remember that when we finally got to Bioware "Final testing" phase, that Stanley Woo gave me some useful tips on how to defeat just about any mod out there. He knows all the tricks. And I am not talking playing in DM mode but character tweaks to give you more speed, power etc, as well as play-style tips on how to more effectively test for unbalanced rewards and stuff. At the time, I had believed that DLA (and me in particular) had already tested for pretty much everything, other than the horse hat bug which kept kicking our collective butts. Stanley showed how, (by being too close to the story, knowing too much about it's development) things typically get missed. Needless to say, we had to go back to drawing board so to speak, and repair some things that didn't stand up.
Annnyyyywwwaaayyy, would it be worth re-playing as true evil or true good, when you had already played it the other way around? Would you see all that much that was different?
I think the answer is yes, WCoC as written by BenWH was truly written for re-playability, to allow you to "find" things you might have missed the first, 2nd or 15th time through.
Are the differences all that great? Depends, and you are not likely to end up with a much more powerful weapon at the end etc, as those specific side quests are available to everyone etc, BUT, you might see a difference in how some of the things play out.
I also know that all the side quests were written in such a fashion as to not necessarily be required (some folks don't like being led around by the nose) but can add more "flavor" to your experience in the mod. The primary quests, well, you are basically forced, led around by your chin hairs, to go through as certain elements are required for the end game section, but many of the smaller side quests can easily be skipped.
I don't remember the details on this part, but I think that a FULL play-through requires around 48 hours of play time, while the accelerated play style can be accomplished in something around 24-28 hours (by skipping all side quests). Clues were given throughout the mod on those primary quests, so that you could fairly easily figure out which ones you HAD to do to not get stuck with nothing else to do. Ben did a great job with the dialogs throughout the module (I know, I had to manually spell check and plot check them all) .
DLA worked as a pretty darned good team, some of those guys are really excellent creators in one fashion or another. What is sad, is that 98% of them are completely gone from the community now. Having WCoC initially cancelled after years of work drove a lot of them away. When it was resurrected it was done in a fashion that burned out a few of us, and some did not return for the final testing/release bits. After release, DLA hung together for a while longer, but, well, life got in the way of things and the entire team was very disappointed by how the whole thing was handled. Our collective hatred for all things Atari still boils in most of our blood.
There were other issues at that final release phase of things as well. Most particularly that DLA thunder was literally stolen by the free release of Darkness Over Daggerford, especially considering how unfinished that module was at the time of release. Folks STILL, to this day, think that the DOD team created the tilesets in that mod... they did create some additional tiles, groups, etc, for additions to Castle Rural, but only a few bits were actually their own content. I have nothing against a team releasing works that they did, but what hurt DLA was the timing of said release. It was done in a fashion to deliberately hurt both Bioware, and Atari's possible sales of WCoC etc... it also indirectly hurt DLA... It put another nail in the coffin lid. Anyway, I have no problem with folks releasing THEIR work, but when they are also throwing away the collective work of someone else entirely that is NOT a good thing to do. All they had to do was wait a bit, then give it to the community as a parting gift instead of deliberately releasing just weeks ahead of the KNOWN release date of WCoC, thus damaging someone else with it.