I enjoyed Dragon Age 2, but I'll admit that it was a heavily flawed game. Some of the things I want for DA3:
-I want to have more options out of combat with things like abilities and stealth and things like that. I loved that kind of stuff in the classic games (BGII and all that); nothing was cooler to me than being able to cast Arcane Eye with my mage and use it to scout, or cast invisibility, or identify, and all that stuff (I always play mages). Granted, Dragon Age has a different tone than a D&D game, but it'd be nice to have things to do besides just talking out of combat (like scouting or avoiding combat).
-I really, REALLY want an antagonist that makes sense and ties the story together into a unified whole (Archdemon) as opposed to three disparate mini-plots. This might sound bad, but, in general, I want the next game to remain more true to the standard formula. Let me be understood: I don't want you to just copy/paste stereotypes in, but stereotypes exist for a reason. Take the stereotypes and standard formula and tweak it to make it better, adding in new elements while building on a solid foundation. I want it to be more true to the classics, BUT trying new things is essential to growth. I guess what I'm saying is that I want a happy balance between tradition and innovation: DA:O was too traditional and DA2 was too much too soon-please try and find what works in them and combine them into a coherent whole that can generally please the fanbase (they're your surefire buyers) and perhaps draw in new players that might be interested in RPG's.
-Building on the previous point, make DA3 an RPG! Now, I'm not saying I think DA2 wasn't an RPG; I think it was. But as another poster said, i get the impression that you wanted to draw in new players and sacrificed WAY too much in the process. I have nothing against new players whatsoever, but I think drawing them into RPG's is the mission, not changing RPG's so that they resemble other games. Tradition is not bad if you can find ways to tweak, improve, and possibly reinvent it so that it's less intimidating. The key is maintaining depth, which is, to me, totally separate from complexity (though they sometimes go hand in hand).
I could go on, but I think I'll stop for now. If you want to know opinions on anything else, please let me know.