Well I have only two gripes with DAO.
Del wrote...
1. Character creation and development is extremely weak compared to the D&D standard. There is very little room for unique and compelling character builds. Three classes and four-tiered skill branches?! More importantly, there aren't any synergistic rewards for committing to a certain path. The way specializations are handled is very poor as well. Big disappointment here.
That's partially true. While overall the systems seems to work good enough and combat is extremly fun, the character building aspect seems seriously lacking. And it happens to be very important for me. Still it's much better then older DnD incarnations - before 3.0.
I wouldn't really mind being limited to 3 classes with specializations and talents. The problem is that there is very little room for variety. All dual-wielders end with the same talents, all 2h warriors end with the same talents, all archers end with the same talents, etc. At least with Rogues you get choice whether to be Dex-based or Cunning-based (well, even Str is possible, but not really optimal).
Also there is no balance in the Talents. Some low tier Talents are very good, while many high tier Talents are almost useless (and expensive and with high requirements to get them). In general it's a huge mixup mess in the Talent trees.
Mages have it slightly better. They don't loose anything by cherrypicking the spells they want from any trees they wish. Perhaps they have it too good infact. There is no lost opportunity cost for not specializing and no restictions in spell access. The attribute requirements for high Tier spells are also ridiculously easy to meet - and contrary to martial Talents have no minimum level requirement. So it's entirely possible to chave chosen "best" spell by level 4 or 5.
I think some more restrictive, exclusive specializations (like healer - Creation, illusionitst/enchanter - CC, warlock - Hexes, sorceror - Primal, theurge/shaman - Spirit) could serve the Mage class well.
Currently they seem too much like Swiss Army knives.
3. Lack of an open-ended world to freely explore. Jumping around the world map from 'point of interest' to 'point of interest' quickly made me lose interest. You get some say in the order you do things but for the most part, the game is extremely linear. We are spoonfed the adventure instead of getting to create our own adventure (to the extent that is reasonably possible in a crpg).
I don't mind linearity in a story-driven game. I fully accept it. But DAO was seriously lacking in the sidequest department. A job board, a "Thank you" and 0,2-5 gold coins.. and that mostly all?? Common....
Optional, hidden discoveries were also too few (but there actually were some... and no, Tab does not reveal everything).
A city that actually feels a bit like one and doesn't consist of tiny, closed spaces would also be very welcome. Bioware could learn a lot from The Witcher here.