Since this is a meta-thread, let me just make a meta-observation, rather than derailing into the more specific topic of playable races.
I understand and accept that a problem in writing games is audiences who hold differing expectations. That's neither good nor bad, I'm training myself to avoid stereotyping those audiences as I've done in the past.
Some play on console, some on PC/Mac. Different expectations.
Some have played pen-and-paper RPGs before, and other CRPGS, before the DA series; some have not. Different expectations.
Some want it to be like other current CRPGs (Witcher, Skyrim, MMOs, ... etc, etc.). Some don't. Different expectations.
Yes, we need to be careful hurling epithets at each other. "Console gamer!" "Casual!" Etc.
... we could go on.
Personally, the closest you can come is a toggle switch between possibilities. Here's what I mean by that. There are people who refuse to play anything that isn't as hard and unforgiving as possible, so the game has a Nightmare setting. (And yes, I know for many, it's still not hard enough.) There are others who prioritize story over combat, and really are not that big into challenge, so they put it on Easy. And, of course, there is a range in between.
Wherever possible, I think it's a good design decision to have sliders. By that, I mean where possible, allow people to adjust the game to their tastes and expectations. You may not be able to please everybody and I definitely agree you shouldn't try, but sometimes with warring gaming factions it's possible there are valid points on both sides, and reasons to accommodate both views. There is a way to try and do that.
I also, of course, recognize that a) costs extra time, money, and resources (the infamous "zots") and

can't be done with some things, at least given current development tools and the need to be on multiple platforms and etc etc etc.
Oh and BTW I know the game's mostly done, so this is just philosophizing.