Eh, in hindsight there are perhaps better ways to present an option like the Circle solution to the Connor plot. Maybe telegraphing it earlier in a less direct way, before you get anywhere near the choke point. “Sounds like mage work.” “Yes, but the Circle is busy with their own problems.” Then when the choice comes, only show the Circle as an option if you have already gone to the tower and gained the mages as allies. That way it’s still a reward for exploration and investigation, but is not out of the blue.
Because that’s what these are intended to be, rewards for the player who does the legwork, which has to balance in that weird zone between random and obvious. When you deal with the size of weave that we tend to produce, it's good and interesting when plots affect each other. Like the “rally the crowd” option in Tali’s loyalty mission in ME2. Players who got it thought it was a really cool result for consistent support of various quarian interests. Those who didn’t see it had no idea it was even possible. I’m on the fence about the visibility of it, but I would definitely rather have it present than not at all.
So we’re always looking to balance this sort of thing. Will we remove “third options” simply for the sake of satisfying those who think every plot should be a choice between suck and blow? Nope. But neither will we add them just for the sake of making everything rosey. And I do agree they can bring other consequences depending on what you have to do to get them.
By the way, “trope” is getting a little overused lately. Why don’t people trot out the “mistakes video game villains make so the plot is somewhat interesting and longer than the time it takes to cap your hero in the back of the head” lists again? Those made people feel smart too, you know.