I thought there were some good points in the article. And some things I strongly disagreed with.
I like the idea of sending our companions out on missions, or of somehow having them actively engaged in something while the PC isn't around. I did like that in DA2, Aveline was Captain of the Guard and Anders ran a clinic - more of this sort of thing would be welcome. I agree that a storyline which tries to be both epic and personal would be the ideal - I actually preferred the idea of DA2's more low-key approach, though I didn't think it was executed terribly well. And yes, more locations to explore and more character customisation is always good. Anything that enriches the universe and allows us to create a unique persona within that universe is to be widely encouraged. Story and game integration, also yes please. Make playing a Blood Mage mean something! Have civilians flee from me! Templars attack me! Anything but slitting my wrists in public being completely ignored!
Strong disagreements:
Don't you dare remove the Deep Roads! By all means improve them, give them a wider variety of enemies, more interesting things to find (lost thaigs, hidden lore, long lost treasure, Legion of the Dead outposts, a Broodmother lair, a wandering Rock wraith etc). Make the Deep Roads more dense with activity, rather than long barren stretches of road and tunnel with a few enemies here and there (which I suspect was partly an engine limitation anyway). But the lore of the Deep Roads is fascinating - I love the architecture of them, and the tragic history of how they were lost to the Darkspawn. I love the incredibly powerful and ancient things that can be found down there (like rock wraiths, broodmothers, corrupted lyrium, caves full of massive spiders etc). They should definitely be areas you don't explore until you are a powerful force in the world. But I am NOT a fan of the 'remove it, don't improve it' school of thought, unless it was a really poor idea to begin with. Which doesn't apply to the Deep Roads (imo).
Loghain. Thought he was one of the more compelling of Bioware's antagonists. To the extent that my canon Warden recruited him, had him do the DR and met up with him again briefly in Awakening

A 'villain' whose motives and actions I can sympathise with to the extent of actively wanting to save him, is exactly the kind of baddie I love. MORE, please. 'Thunderous face' hardly does him justice.
Open World: Not if it means sacrificing the greater narrative focus. A
more open world, with more exploration would be lovely: But Bethesda games continue to bore and and annoy me with the lack of anything terribly interesting happening in their massive world, outside of pretty things to look at, and books and letters to read. And very few characters with any kind of memorable quality. Bioware's strengths are in storytelling (compared to Bethesda, particularly) and compelling characters. I wouldn't want those things diluted to make way for more aimless wandering about.
Light Side/Dark side Counter - I thought they did this better in DA2 anyway, so we're already on the right road there (for me anyway

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Guts and Maturity aka Be More Like The Witcher: Gah! As much as I like TW series, DA needs to be its own game. While there are always lessons to learn, and not only from The Witcher, I don't play games because they are just like other games I've already played. It's the unique qualities of different games that interest me. DA is lighter and more high-fantasy in tone than TW, with its very gritty, European feel. But that's okay. I like both! One thing I would like to see borrowed from is classic dungeon crawlers. My favourite of the DA:O dlc was Golems of Amgarrak. A very challenging dungeon h&s where lack of tactics/strategy would make you extremely dead, a good boss fight at the end and some interesting lore thrown in to flesh out the world. A few high-level, optional things like this would be great fun!
Voiced Protagonist: Eh, I'm ambivalent about this. I certainly don't miss a VP in my Infinity Engine games, or NWN2 (been getting back into playing mods). I won't miss a VP in Project Eternity. But I
do miss one, oddly. in Origins - to the extent that I only ever play a female Warden so I can read the dialogue out loud! I guess I think that a VP suits a cinematic style with lots and lots of cutscenes, whereas a mute protagonist feels (to me) passive and disconnected from the world. I do understand the opposing pov, though, that it makes the character feel less like it belongs to you :/ I would like to see much more accurate paraphrasing, less auto dialogue, more dialogue 'tones' in conversation, and no dominant personality. Personally, I thought Nicholas Boulton and Jo Wyatt were both very good. Received Pronunciation is a little too 'posh' for my tastes, however.
Tl; Dr? Tough! I spent ages on this bloody thing! It's not
that boring!