I'm one of the few people who really liked both Origins and DA2. It helps, I think, that I think of them as completely different genres - not really comparable because they're completely different kinds of stories.
I think we needed Hawke's story at least once - the story of the more-or-less ordinary people in Thedas. The non-hero. It makes sense as a pallet-cleanser between epic adventures. Otherwise, Thedas does start to feel like it lurches from one enormous supernatural calamity to another. Kirkwall's seven years represent a period of relative peace between two grand adventures.
I didn't mind that it wasn't the Monomyth/Her's Journey, though I understand why people would get upset about that. if you're buying it because it's fantasy, it's probably not the kind of story you're looking for. If you're buying it because you like the world, it's kind of neat to spend a few years in the life on a non-hero.
That said, I think when it comes down to the story (rather than gameplay/environment criticisms) I can see one aspect that is a bit complicated. It seems a step back in the construction-deconstruction.reconstruction thing:
- Construction: The pure-hearted hero-knight rescues his lady-love from a dragon, using his force of skill and the purity of his soul to overcome the evil.
- Desconstruction: This myth is sexist, and treats the unknown and different as monsters. Either the knight is crazy and killing the princess's pet, or the knight's battle with the dragon destroys a town and the knight doesn't care, or the princess doesn't want to be rescued.
- Reconstruction: The knight is innocent, and pure, and kind - and kind of childish and goofy, because he was raised in a monastery. He's alsso not a great knight. He and his lady-love will slay the dragon on top of a tower together, because she's strong like that. But he'll take the last blow that will kill him as well, because he's chivalrous and pure of heart.
Dragon age Origins was all reconstruction. It took all the cliched tropes, and tried to look at them with thought and psychological realism. In the end, it modifies them but it doesn't destroy or ignore them as deconstruction does. Deconstruction takes them apart and so it's a first step, but reconstruction is the final stage. It remakes them for a modern age, and so takes the best of the old and the best of the new.
Dragon Age 2 stopped with deconstruction. Meredith imagines herself the hero, Orsino the villain. The Arishok imagines himself the hero, too. There's no reconstruction here. The tropes are just dismantled. And I think most people are just tired of deconstruction. It's a necessary midway step, but it seems more and more about the self-importance of the author and contempt for the audience. Not that I think that's true with Bioware, but in most cases the deconstructing author clearly thinks the audience it too stupid to come up with these things themselves.
Besides, sometimes you just want the hero to be good and win the day. There's nothing wrong with that. It's the story we've always told 
So I can see how that would be a step back. I still love it, though.
I actually disagree heavily on your argument here, although to be fair I am also somewhat confused as I thought you were earlier arguing for the necessity of the monomyth in these kind of stories, so I might not be completely understanding your point correctly. Also, I am already in advance sorry if I come across as too combatitive in my arguments. Not my intention, it's more due to my style of raising counter-arguments.
First of all, I don't think that Dragon Age Origins any kind of reconstruction. The racial histories in the game were tweaked, some more than others, and there were elements of the history that had great new takes on things, but the story itself was as classical hero's journey as it gets. And there is nothing wrong with that, it was what it was and was told from that perspective, but it didn't call in to question any of those story elements or, to use your terms, deconstruct them, instead it just went ahead with that setup. Arguing it to be a great example of reconstruction is thus really misleading to me, and again, this is not to bash the game itself or claim one shouldn't like it.
Second, I am somewhat baffled by your argument concerning DA2. In it, Bioware managed to create on awesome antagonist in the Arishok and one antagonist with great deal potential in Meredith by framing themselves as the heroes of their own stories. What exactly is the reconstruction you are arguing for in these cases? That Arishok was actually a fraud and didn't really believe in the Qun, but rather used as a passage way to power? That Meredith actually desired the power of the mages so that she could be as powerful as them instead of desiring to protect people from that power? Those changes would have fitted the reconstruction theme, but it also would have robbed those figures and the story of almost all the impact and drive just to give the player a simply evil character to battle.
Third, the argument that people are getting tired of deconstruction always puzzles me. If I were to now walk to the local book store and randomly grab a fantasy book, it would pretty certainly be about the Hero's journey, which would be your Monomyth. Most descriptions of fantasy television shows are somehow about the Hero's journey. Despite the increase in deconstructing the Hero's Journey in games, still majority of games out there are the very simple Hero's journey, with some tweaking it by having it possibly be the Villain's journey instead, but even that is just the Hero's journey with evil choices. I would fault no one wanting to feel like a hero at the end of the story and they should continue to advocate for games they enjoy, but somehow the argument that deconstructing is everywhere and has become so tired opposed to the Hero's journey, which apparently is somehow completely unavailable to anyone, just makes me scratch my head in puzzlement.
Furthermore on that, arguing that fantasy games, or even games in general, should always be about that Hero's journey and giving the player a warm fuzzy feeling inside is, to me, insanely limiting. Not just because if argues that fantasy stories should really be only about this one thing instead of trying new things within the genre. And not just because it argues that people who read fantasy can only accept this one kind of story. To me it also limits what it means to be a hero by arguing that Hawke desperately trying to save people and keep the peace as forces beyond his/her control march towards an inevitable confrontation is somehow less heroic than the Warden doing the classical Hero's journey.
As for the OP, I don't even know where to start with that besides you really can't win when writing these games, can you?