Altima Darkspells wrote...
1. Will combat between the systems (specifically, the PC and consoles) be drastically different in terms of enemies? For example, the consoles in DAO, on occasion, had fewer enemies on screen at a time and had certain battles in 'waves' instead of all at once. In other words, are you specifically building combat encounters for two different interfaces or focusing on the one with the most limitations?
On DAO there were 2 separate builds because of the differences between consoles and PC (engine and tools, etc). In DA2 it's the exact same game.
2. Inventory wise, will we have the same amount of 'slots' as in DAO?
This is a GUI related question.
Will items directly related to combat be more or less important than in DAO?
Equipment will be very important since having gear appropriate to your level factors heavily into combat calculations.
Will it be practical for characters to focus on more than one 'type' of weapon style, or will our characters--assuming they have a choice--be married to a particular type of weapons?
It all depends on what role you want the character to play in the party. The highest level talents and upgrades within a given tree will require more investment, though. You can invest all your points in the general trees if you want and still have a viable character, you just lose out on the weapon specific special attacks and abilities.
Will the rune system be returning, and if so, how will it be expanded?
The scope of the rune system hasn't been finalized yet.
3. Is the combat team aiming to make combat harder or easier than DAO? DAA was especially easy, as well. There's even a YouTube video of someone taking down the end boss on Nightmare in four seconds.
Part of the issue with Awakening was the way creatures scaled with levels, as well as how some of the combat stats and calculations were done in DAO. We've adjusted the systems to make them play more nicely at all level ranges. In regards to making it harder or easier, I guess the answer would be easy at low difficulties (if you prefer story), and harder at high difficulties (if you prefer really challenging gameplay).
4. Assuming nothing gets cut, what is your approximate estimate to how complete the game is, what with seven months to go?
Ah, I'd get in trouble if I said anything.

Internal milestones, etc...
5. Are there non-humanoid companions a la Dog and Shale? If so, these companions were quickly overshadowed by their dwarven, elven, and human comrades, in terms of combat effectiveness. How will you prevent them from occuring once more?
I can't comment on the status of followers, but combat effectiveness would be balanced in the same way we're balancing it for all the current classes. One thing I think harmed them was a reliance on non-standard equipment types.
6. Does your team play more as Garret or Marian? 
Ah... er... well, I can't speak for the rest of the team, but I always play as LadyHawke. She's just so much nicer to look at...