Great, they'll be right at home with the darkspawn. They also have an inherent lust for violence, a propensity for spreading their curse, probable deleterious effects on morale for both of those, and you need smarts more than raw strength to fight the darkspawn, who'll outstrength you every time due to overwhelming numbers, poisoned blood, and ogres. Hell, shrieks are fairly comparable to werewolves, so far as I can tell, but the darkspawn don't have any really outstanding archers.
Lust for violence is useful if you can direct at enemies, which you can with werewolves, And the men can get over it like they do in game if they issues with the Werewolves. Given both parties can give each other a wide berth both on the move and on the battlefield. Furthermore you are leaving out that these werewolves are a directed enity and the spirit guiding them is neither overwhelmed with blood lust nor their curse and thus can aid them in overcoming both, as she does IN game.
Directly leading me to my next point.
Yet they don't act on that tendency either in game or out game directly upon your forces, even when it occurs its after the conflict and therefore beyond the spectrum of this debate.
And raw strength, animal brutality and inhuman durability come in handy when combating poisoned blood and overwhelming numbers, and you can agrue Darkspawn makeup for being mediocre at bow craft with the sheer volume they can fire.
Face it Xil there is an argument for taking the werewolves over the Dalish.