I did read the whole thread, and there were a lot of really good suggestions.
I agree with many that the battles in town need NPC reactions, but that also it would be helpful to actually see the Guard Pretenders or the Coterie or whomever act menacing to someone other than Hawke. Maybe see them shaking down the vendors. See more "Andraste's Ashes" type scams. Maybe see Gamlen get hassled by them in Lowtown. Make it uncomfortably obvious that the guard stinks during the first act, then less so in the 2nd, and even less in the 3rd.
I do like that the pickpocket keeps hanging out in the Hightown market, but how many years can he scam the guards there with his "waiting on a shipment" story? They've got to arrest him or investigate him at some point! Similarly, that jerk in the keep who has been waiting all day--ambient stuff like that is great, but only if it eventually ceases or is replaced by some contextually responsive other thing.
My personal pet peeve concerns the size of the buildings. All the exterior shots show these enormous governmental structures, yet the interior is hardly equivalent in size. I understand that it costs money to make spaces we can investigate, but with the Legacy viewpoints, couldn't the buildings be designed to provide us views of areas that we cannot enter? Like a courtyard behind a decorative grate associated with some part of the building behind one of the locked doors--we could see some of the area, maybe see some of the upper floors, just anything to prevent the reverse-Tardis effect. The worst are the stinking Gallows and the Chantry. Gah! Similarly, it seems like Hightown only has four houses in it besides Hawke's. A nice, inaccessible vista could help that--though it might be as frustrating, it would at least make sense.
The subtle environmental change between acts is nice, but too subtle--I often wonder if people have even noticed the change in banners between acts given comments on the forum which complain about Kirkwall being unchanging. I mean, technically they're incorrect, but functionally they are. The banners change, the alienage is slightly prettier, but not in a meaningful way. The Chantry ends up owning the Qunari compound and official banners are everywhere, but so what. Why can't someone else be using that compound? The environmental changes need to be moar! The change of light from act to act is also nice, but Act III confuses me--I can't tell if it's meant to be dawn or dusk, lighting-wise. Dusk makes the most sense, story wise, but the light seems dewy rather than dusty. Perhaps some more contextual/ambient clues? Some NPC chat revealing time of day?
The Hanged Man feels like the most lively spot in town, and the music really assists that. The way the guards react to Aveline in town is great; shouldn't the off-duty ones react to her presence in the Hanged Man as well? And what bar does the Seneschal hang out in? Shouldn't there be another one somewhere, maybe one that wouldn't let Hawke in because: Mage or Mage Associates? As someone some pages back suggested, more reactions to Hawke would be good as well. Party banters extended to non-companions, basically.
Another pet peeve is that a lot of the non-Hawke women have a bizarre, upright-ape-ish walk. I think it's worst when they're wearing robes, one can at least imagine that Aveline's armour is cumbersome, but the chantry robes should be less stiff. I do like when Aveline is wearing her off-duty clothes during the cinematic with Sebastian when they are talking about Hawke, though. Not related, but I wanted to point it out.
More touching at appropriate moments, yes, especially for love interests. I do miss being able to talk to companions outside of their home base--I loved that about Origins. I thought it was a measure of his love that Alistair wanted to have an emotional moment surrounded by poisonous gas--I mean, he and the warden could have died at any moment, perhaps he was so moved by their mortality that he couldn't keep his peace. I mean, so what if it was contextually weird, I could make up a reason; it was at least seamless, transition-wise. Plus, the poisonous gas was pretty, and made a nice screenshot.
Maybe there could be a mix of cinematic and static within one conversation--like, Origins style at the outset, cut to Hawke, then cut to companion, cinematic-style, with some remainder of walking motion to allow for the fact that the convo might have originated in a different portion of the environment (though not too far away, of course). You could have conversational regions, rather than a home base--since areas look so similar anyway, one cinematic convo in Hightown, for example, could look much like another. So set a convo to only occur in Hightown, but all over Hightown, not just Fenris' mansion (as an example, and which really should have been cleaned up, or perhaps more rotten); the companion gift convos might be good this way--imagine giving Anders the Tevinter Chantry amulet out in the open! It would make his reaction that much more intense.
I want more companion interaction in general, but more party banters which include Hawke could assist that end. Oh, and more scenes of Hawke getting to hang out with companions, rather than just order them about while on missions. Hawke is often so left out of the convivial times. OH! And way more action (of all kinds, chatting, banal, smexy) with the LI at home. I concur with the poster a while back that it would be nice to have the party enter Hawke's house, or at least make it an option to enter the house alone or with party members.
If people are going to push for animals scattered about, might I propose turtles: they'll move, but slowly. By the end of the game, they might have even crossed the market from one side to the other!
I'm sure this is already much too long, so I'll stop now.