I didn't know where else I might put it, and creating a new thread just seemed out of place.
There is one thing present in some old RPGs that I'd gladly see in DA series. It actully is present in Fallout series and in Planescape: Torment, and not so much in Baldur's Gate.
Less focus on combat.
Now, what do I mean by that? Dragon Age (and not only, this problem appears in most recently made RPGs) is overfocused on combat, as a means to complete quests.
Take questlines in Origins. Ostegar - kill dozens of Darkspawn in the forest, then kill a whole lot more in the Tower of Ishal. Lothering - bunch of side quests, based on killing bandits, wolves, bears and other. Tower of Magi - 4 floors of murdering abominations and 2 hours of murdering stuff in the Fade. Deep Roads... I think you get my point. By the end of the game, the body count is in tens of thousands. Combat is practically only gameplay mechanic and the only way to settle problems. Take Brecillian Forest. You may side with the elves and fight the werewolves. You may side with warewolves and try to persuade Zathrian to undo the curse - which always ends in a fight with him. You may finally side with the werewolves and kill the elves. There is no option, in any questline to resolve the issue without fighting. Even the Landsmeet end in the duel with Loghain, even if you did everything right.
Now, I was just playing Fallout 2. For about two-three hours. I got into fight ONCE, and it was a random encounter on the road. In the meantime i finished about 3 or 4 quests and I leveled twice.
How you might ask? Because apart from combat, quests involve speaking with people, finding items, figuring out the ways that something might work, getting through dialogues, exploring and experimenting. This makes for much more varied and interesting gameplay, as you never know what the given questline might involve. And more than that - what it will involve is entirely up to you! I'll give you an example:
You need access to main computer inside the city. To do so, you must become Citizen. The leader gives you the task, of dealing with the certain problem - a nearby village has a nuclear plant, that is leaking radioactive waste into the ground, poisoning the city. As it turns out, you can:
1. Kill all inhabitants of the village and shut down their power plant.
2. Tell the villagers that you want to help, get inside, activate meltdown of the core reactor and escape.
3. Help them fix the generator - a longer and more complicated route - but everyone profits from that.
In route 3 you don't have to fire your gun even once.
But hey - you don't mind fighting, have a strong, well equipped character and don't have time and patience for all that crap? Shoot the guards inside the city and get into the main computer. Or sneak into the chamber with the computer.
Or talk with another person in the City and find an entirely different route to become the Citizen. The choice is yours and it affects the gameplay in the meaningful way.
Why wasn't it possible in DA2 to figure out earlier, that Isabela stole the Qunari artifact, retrieve it before the Qunari attacked and end the situation peacefully?
Why you had to fight the anti-Meredith consirators on every step? Why no allow player to contact them, support the Templar-Mage alliance and stop Meredith before Anders blew up the Chantry?
Why not allow you to tell Elthina, that Anders had suspicious business to do inside the Chantry?
Why can't you persuade Zathrian without fighting him?
Why does every choice and quest - even side quest - in DA series have to end in a battle? Persuading your way through, ending conflicts peacefully, finding ways to achieve your goals without murdering half of the city's population - allowing player to do that...now that's creative game design. More alternative means to resolve problems and less meaningless fighting through tedious waves of enemies.