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It is on the to do list with no ETA.
There are already hundreds there, with more every day, so a Workshop may be hard to implement with that many in existence.
The only hassles that exist are coming from the game. Because:
1. Updates still royally screw mods. Usual workaround is to disable updates (not pretty if some new update adds a lot of juicy stuff like patch 5 did)
2. The game stopped native support for pak removal, i.e. without additional troubles it's impossible to uninstall mods mid-game
3. Multiplayer with mods is still a nightmare
I think that official mods support could resolve all of these if implemented properly. As for now - the only thing required for successful modding is the ability to read.
So, don't hold your breath on this one.
I THINK the main issue causing most of the current problems I and others have is the BG3 mod fixer. Some people are still using it separately. You should disable and delete it. Mods created certain issues on release that are gone now. The infamous "weird island" at startup. That was fixed by the fixer, but is no longer needed in recent patches. Problem is, some mod makers embedded the mod fixer into their mods, and have never taken out, so it could be in other PAKs even if you don't know that. And it is creating issues with getting the epilogue and I suspect some other things too (e.g. Minthara).
For a short while, Patch 5 did something annoying. It asked "you have certain mods enabled in this save which are not not present, do you want to load this save," and the problem is, even if you answered YES, it still treated it as NO. Now I get the issue. It IS indeed the case that if some mods are present in a save and you load it with them disabled, there could be crashes and problems. But most, no. Anyway, that got hotfixed. Sure made life a lot easier when I come across the mods that are problematic and I want to take out of my savefiles.
Here's one good rule of thumb. If the mod alters a class or subclass, and you want to disable it, make sure all characters are respecced out of it. Save, reload without it, continue as normal. This avoids a crash on load.
What Owlcat did with Pathfinder: WotR is essentially implement a simple mod manager into the game itself. As with many other things, it was iffy, but there was one cool aspect. It checked if mods that were present had updates and notified you if they did and needed updates. That's what "official support" could look like. Here's hoping.
Honestly, Steam workshop is more of a hassle than installing mods through the BG3 mod manager
For this game you need a script extender and an extra mod that fixes other mods for the release version.
Workshop could be nice if it works properly but... Yeah I don't know how well it will work for BG3.