The example turn you described is legal concerning RAW. You would be able to break up your movement and attack both targets as long as your mount has enough movement to get you there. As for the opportunity attack, any time you move outside of a creature's reach without taking the Disengage action you would provoke an attack of opportunity. Luckily, in your example you are using a lance which has the Reach tag. This means that unless the creature you are attacking also has a reach weapon or has some other way to extend its melee reach to at least 10 feet you could choose not to provoke an opportunity attack simply by attacking within your reach and staying outside of theirs.
If for some reason avoiding the opponent's reach cannot be done, let's consider the following:
Page 198 of the PHB:
if the mount provokes an opportunity
attack while you’re on it, the attacker can target you
or the mount.
That being said, the mount can use it's action to take the Disengage action to avoid being attacked,
The initiative of a controlled mount changes to match
yours when you mount it. It moves as you direct it, and
it has only three action options: Dash, Disengage, and
Dodge.
and you would not provoke an opportunity attack because,
Page 195 of the PHB:
You also don’t provoke an
opportunity attack when you teleport or when someone
or something moves you without using your movement,
action, or reaction.
As for the mount's ability to attack...
Although the steed has an unusually high Intelligence of 6, that doesn't make the mount an intelligent creature who can act independently of you, and it can't attack while ridden. Here's a couple links to a few Tweets from Jeremy Crawford, one of the lead game designers:
Not Independent.
The mount summoned by the find steed spell serves the summoner. It isn't an independent creature.
Still has normal mounted combat options
While ridden, the steed follows the normal mounted combat rules (PH, 198). Unridden, it has normal action options.
The normal mounted combat rules state that a mount not acting independently can only use the Dash, Disengage, and Dodge actions as shown in the quote above in bold.
For trampling charge to work, the mount would need to use the Attack action to attack with its hooves, which isn't in the set of the controlled mount's possible actions.
Trampling Charge. If the horse moves at least 20 feet straight
toward a creature right before hitting it with a hooves attack, ...
Therefore, the mount cannot use trampling charge.
From Experience:
I have players playing evil characters, both now and in the past, and I've played an evil character a few times as well, like every time I've ever played a Drow. (That's right, those characters were enforcing the stereotype from the monster manual!)
When I discover the player wants to play an evil character, I give them a simple choice:
Your evil character's motivations must work with the rest of the party OR you don't get to play an evil character.
If your character oversteps bounds or decides to run counter to the party's efforts, they will become an NPC, and you will need a new character.
That's the deal, and part of the social contract at my tables.
Here is some good advice- successful evil characters need good motivations, have a good goal, but are not adverse to using the wrong methods. They need to be valuable enough to the party that the party can look the other way.
Moustache-twirlingly evil characters is most easily solved by direct talking about it with the group. Is this play fun? Is this what we want? Can the evil character scale back the evil-for-evil's sake and get a goal or something to work towards, or know that those evil actions have consequences?
I'm also surprised that no characters (and therefore players) have indicated that (1) this is terrible, (2) how long will it be until he turns on us, and (3) their adventurers are out to kill monsters like this...
An Ounce of Prevention:
For those starting or about to start a table, the same page tool, or anything of its kind, can avoid this kind of thing. Even a simple statement at the start of session #1 could help.
Best Answer
The benefits of a lance are built into its properties:
If your DM allows it** lances synergize well with the Charger feat, which grants bonuses for charging and may make the lance feel more 3.5e-ish.
Note that the mounted/reach combo is quite powerful if leveraged well. On a proper mount you can attack something mid-move, and then finish your move a fair distance away without incurring (most) attacks of opportunity from your target.
* Statistically only 2d6 is superior to 1d12
** It has been pointed out that the Charger feat is not activated when a mount uses dash according to a tweet by Jeremy Crawford