I have now played about 90+ hours* in DA2 and I, as I've stated many times before, I like the game a lot.
The story is great, the characters are great, the dialogue are great. And when my Hawke resolved the Arishok situation, I yelled at my computer 'now you've made things worse....' I felt loss and tragedy and hurt when Isabella left me with a a certian relic. This is how a videogame should be, imo - to enable you to come in touch with feelings like these. Just like a good movie or a good book should do.
Please try to understand that the DA franchise is not D&D # 2, it is a franchise on its own. And as such, it stands and fails on its own merits. As such certain features that may work in D&D do not work as well or not at all in the DA franchise e.g. skills or that rogues can use a sword or that warriors can't use the the ability 'dual weapon'. To me, this means that the rogue class becomes more of its own class, and much more important than in say D&D. And that each class become more distinct from the other classes. Mages use staves in DA2, both as combat weapon and as way of casting spells; this seems much more logical to me that the D&D type of mage that also is able to use say slings, darts etc.
In DA2, there are three acts, loosely connected by Varric's framing tale of Hawke's story. Each act expands upon the other act, the ending in act 2 (the arishok's demise) would, in other games, be the ending. The 'evil' has been defeated, and we're good, now. DA2 shows courage because it goes above this, transcends this thinking, and shows what happens after the big bad 'evil' has been defeated. (not that the Qunari are evil, I'm just pointing to the fact that normally, in most games, this is where the game ends).
I agree, though, that Chapter 3 felt a bit tacked on to me. It seems as if the designers and writers tacked Chapter 3 on, maybe because they felt it was necessay so that the game didn't feel too short or perhaps because they wanted the game to end a certain way. And yes, the way the game ends is very tragic indeed, buf if you listen to what Anders tells you; he must do what is 'necessary', the way Anders does this shouldn't surprise you. If you read every codex, if you ask every question, the way the game ends will not shock you or surprise. Anders does what he must - regardless if you choose to help him or not. And at one point, it seems that Anders is no more, only Justice (or rather Vengeande) seems to be there. And such is the lives of mortal men and women, sometimes we can do something, something we can't.
The conclift between the mages and the templars seem just to break out in year 7? While there, of course, have been stirrings and tensions along the way, I do feel that the game doesn't offer a good enoough explanation as to why this must be. Also, in act 2, I felt I was railroaded at one point without no clue to the end of Act 2. I though I could change my party during the act 2's end quest, but no...
DA2 to me, as I've said it before, is a very good game. [and it's nice to see a break from the traditonal save the world because you must, it is written, it is our (your) destiny....] However, I still long for the tactical camera, better music, and some sort of follower customization. I do not mind the re-used cave, house and cove modules - especially if this means that by re-using say cave modules etc. we'll get less content.
* The 90+ hours includes reloading when I've lost a battle, reloading to see different outcomes of conversations, and reloading three times to start the first deep roads (the one with Bartrand) expedition over. And of course, also time spent with, in and around merchants. So the real playtime is maybe around 60+ hours, but still...