Lol, kheldorin. You are up **** creek without a paddle in this discussion. Just let it go. I sympathise with your thoughts, but BioWare has adopted a design mindset that is contrary to what you are talking about. If gameplay as a concept is wholly separated from narrative and literally peddled to the player as busy work in-between the meat of the game, then it doesn't really matter.
I don't like such a mindset when it comes to designing RPGs, because I am a sucker for story/gameplay integration. But not everyone shares that view, and you are going to get bombarded with "BUT IT'S MY GAME, I SHOULD PLAY HOW I WANT" type posts the more you try and argue for difficulty in a game that was intentionally designed to emphasise the importance of narrative, de-emphasise the importance of gameplay, then seek to separate them into different corners.
Basically, if narrative and gameplay have little to do with one another, and the main draw for players is narrative, there is little grounding to argue for more complex or difficult gameplay, since it doesn't serve the main purpose of the game.
Roll with the punches and get Project Eternity. 
Not to mention, difficulty levels are basically a slider for hp/damage values (another thing I hate). Adding one at the bottom wouldn't be that big of a deal. The only question I have is one of necessity, but if people want it and literally struggle on casual as-is, meh. BioWare wants accessibility.