It's silly and wrong to only look at a choice in terms out of it's outcomes.
Choices offer benefits as they're made, outcome or no outcome.
Yes, choices have roleplaying benefits for simply letting a player make them. If this had been a series where the developers could simply canonize whatever they felt like, freely offering choices in their games would have been great.
However Mass Effect was (and Mass Effect Next may be) a series where the developer made the commitment that players would be able import saves and see their choices affect the story. They were constricted by the choices they had previously given players and had to write around them.
The outcomes do matter and choices need to be looked at in terms of that. Offering choices willy-nilly seems great for players in the short term until reality sets in and it becomes apparent that they are hurting your ability to deliver a quality product.
Giving the player freedom to kill everyone in ME2 created a resource sinkhole for ME3.
A lack of planning and resources results in a clear canon path with other choices being shoved under the carpet to get the story on a single track.
Poorly conceived "epic" choices like the Council fall flat on their face and end up being acknowledged with a few lines.
If high-level divergence will never be delivered on and serves to disrupt a coherent narrative, maybe don't do it? Rather than wasting Bioware's and the player's time with choices that a minimal amount of thought would tell you wouldn't work (human council), focus on offering choices that you know you will be able to deliver on.