For dialogue, your best bet is likely to be Dialogue System. Especially if you're going to have a lot of dialogue. It handles dialogue trees very well, and also integrates with different lip-sync and facial animation packages.
It's very widely used, has a ton of third party support, and Tony Li not only provides amazing support -- he's actively participating in threads all over the Unity forums. He really knows his stuff.
DS also has a built in Lua scripting feature, so you can define and run custom scripts right from individual dialogue nodes. His ORK integration handles syncing all of the DS variables into ORK. I believe it also has support for multiple camera angles during conversations.
I have his Love/Hate system as well, but I have yet to progress far enough in my own development to get a chance to work with it. I do know that like DS it has an excellent ORK integration.
As for cutscenes, you're probably best off with a dedicated tool, like Slate, Cinema Director, or the new Timeline in Unity 2017. You could certainly set them using ORK Events (no need for coding to ORK's API). But the workflow is likely to be more intuitive with a dedicated tool -- especially if you're coming from a background in 3D art/animation. In that case, you might launch the cinematic with an ORK Event.
I find that ORK is fantastic for handling the RPG mechanics, and there really isn't anything else out there that compares. It's pretty good with a lot of the more general game systems as well, but if you have something very specific in mind, you will often need to look at using a specialized tool to achieve what you want. I use ootii's Motion Controller & Camera Controller, NodeCanvas, and Dialogue System in place of the built-in character/camera controllers, AI, and dialogue.
And I just might pick up Slate, as it's 50% off right now (and it's by the same guy that created NodeCanvas and FlowCanvas).