I've been out of work for about four months, so I don't have the money. I shelled out Christmas money to pre-order the Collector's edition, and despite counting pennies, considered it money well spent. I was in Nirvana... up until the last 15 minutes.
If I had the money to spare, I'd donate to the charity. I don't, so all I can do is offer my sincere praise to all of you for an amazing charity, and to add my voice to countless others. Add another option to the endgame.
An option I'd thought of would just require a slight tweak of some of the cutscene material and a bit of extra voice acting. It could even be done with in-game rendering. no need for the extra movie-material, if they're cutting costs or something. So for what it's worth, the only contribution I can really offer would be a storyboard idea for a possible alternate ending. I just hope Bioware sees it, and it doesn't vanish into the continuum. I think it would work well, with only minimum video work (which is an issue with any company.)
The idea is this: Add a fourth option. The starseed thingie is basically told that we refuse the premise behind the Reaper motivation. We'll prove it the only way that matters: by destroying the Reapers and making a serious go of it ourselves, without anyone or anything else telling us how to live our futures. The synthetic now added to the Citadel is dubious, but will go along with it, just to see if we can do it.
Cue the blue-energy sequence, and the non-destruction of the Citadel. Re-tint the red planetary destruction sequence to blue, so that you see the Reapers falling over, inert. Re-do the Relay pulse, so that the blue bolt doesn't cause the destruction of the Relays, but does flatline them. The Normandy crashlands somewhere, but a few extra people seen stepping out of the hatch as the scene changes will suggest that everyone survived.
A couple of quick lines to the effect that the pulse effectively flatlined Reapers across the galaxy, but the Relay network has to be restarted before they can be reused. After people pick themselves out of the rubble, you get a whimsical comment from Sheppard to the effect of asking if anyone knows how to fix a Relay who's engine has stalled. You get responses from a handful of possible people. (the love interest, or an NPC guaranteed to be in the end sequence if there is none) to the effect that it's Humanity's good fortune that there's so many races in the Sol system that day. Many of whom have a great deal of experience with Relays.
Final scene could be a shot of the reconstruction, with the Citadel now in Earth orbit, as galactic civilization rebuilds itself.
The best part about this option is that from a movie management perspective, it just involves a few tweaks on whatever rendering engine was used to make the other movies. You don't actually have to make all new ones. Since you're just changing some secondary visual effects, you don't even need to change the audio cues (just use the heroic ones.

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It doesn't actually answer a lot of questions, but leaves the game on a high note, with a lot of future possible. And of course, it leaves the door open for a lot of new DLC, like retaking Omega, dealing with Terminus pirates helping themselves to inert Reaper tech, and possible further missions helping the Quarians and the Geth (with possible alternate approaches if the "destroy Geth" option was taken in-game, leading to a splinter faction that got missed being at the heart of that DLC.
You might have a small movie sequence with the lead and the love interest looking out of a window of a cruiser at the image of the Citadel in orbit as the scene fades to black. That would be plenty right there, and still leave the door open for something later.
The final scene, of the man and boy, could still play after the credits. It's assumed that's set in the far future, so there's nothing wrong with that.
While the end result on the galactic stage is impossible to know in the here and now, providing some closure and a sense of accomplishment to the players is important. What I suggest would require the least amount of work, and largely use what Bioware has already done, making possible an ending which would offer the most accomplishment to the public, while keeping the door open for possible future work. But also not disappointing anyone if the game does in fact definitively end, there.
On a side note, I understand Bioware is in Eastern Canada. I'm in Ottawa. If they want to discuss this in person, I'm sure I could arrange to drive down and talk storyboard options for a couple of days. Let me know.