The 8 ability limitation is bad. No character should ever have an ability earned through levelling up and spending points that then cannot be used simply because you've run out of power slots to put it in.
Origins was a PC game with a console port. It seems we've now reversed the priority, and Inq will be a console game with a PC port, bound by the limitations of a damn controller. I don't think it is an accident that this info was revealed at the same time as the Keep--the Keep is delightful, sure to get a ton of deserved positive attention, which will serve to distract from the predictably negative reaction to the gimped PC control scheme.
It's just ridiculous to blame consoles for every single design decision that you don't like - and I am saying that as a PC gamer who doesn't think that every design decision that I might not entirely like is automatically the fault of console gamers. Per what I said in the previous incarnation of this thread, I've played various MMOs with hotbars that allowed you to use different numbers of abilities - ranging from 30-plus in SW:TOR to only having 8 active abilities equipped at any one time in The Secret World.
The TSW designers designed the game so that you could learn every single ability in the game - and there are 588 of them or so - BUT you can only use eight active abilities at any one time (seven main ones, plus your auxiliary skill) on the hotbar, along with having eight passive abilities equipped (seven main ones, plus an auxiliary weapon passive). I think that they very clearly made a choice to have a set number of active abilities because they wanted to create a different kind of system that played in a different way from the usual MMO style.
They wanted it to be more action-oriented/fluid than other MMOs, not because consoles forced a limited number of slots on them. Now I'm sure you might hate the words "action-oriented" as well, but that's a separate issue from any alleged console-related gimping in DA:I. Whatever BW's reasons were, I really doubt it was the fault of console controllers. I have always preferred a clean UI, so I choose to take them at their word that this was the primary reason.
So, when designing the PC interface for keyboard and mouse users, we see the same limitation of 8 active abilities. Now, I ask you... do you think the KB+M interface is limited to 8 slots because (a) "it's a fun tactical challenge;" or ( b ) because the console versions are limited to 8, and we wouldn't want to ship the game with an advantage for PC gamers?
I don't particularly buy into this assertion either. It's a single-player game primarily, so why would any hypothetical "advantage" that PC gamers might have with extra spaces on their hotbar be an issue for anyone? It's not like console gamers and PC gamers are competing against each other for a trophy or points as far as that goes, and I think that console gamers have always been aware that PC gamers sometimes end up with superior control schemes than they do. I can't actually recall ever hearing console gamers complaining bitterly about PC gamers like us having a nice KB/M control scheme.
If you somehow mean an "advantage" in multiplayer, then I have to point out that it's co-op, aka co-operative, gameplay in which you play together with friends. Even if PC gamers somehow had an "advantage" in MP with more abilities available at one time, it would only serve to help the entire team. Co-op isn't about winning on your own or getting the highest score - you're playing on a team, not playing to win some crown for yourself. And, based on what I just read in an article today, it's not like anyone can ninja loot anything in co-op because all loot is shared instantaneously with everyone else in your group.