Having more background options is fine but the role playing options in building your toon once the game has started are more limited.
I guess I don't really see that per se. I mean, you COULD make a Rogue with a bunch of points in Magic before, but why? The game never reacts to it, so you can't really roleplay it. It's just kind of there. Anything you're RPing with that (my Rogue studies magic to increase his magical defense or because his sister is a mage or whatever) could be done as realistically without stats at ALL and the game doesn't react to those builds at ALL. So you can still do that, with or without stats, to be honest, to the same level of effect.
Building the organisation is not role playing but strategic.
Not necessarily - it seems like you will make a lot of decisions in terms of HOW the organization is shaped and formed, both strategic, moral, and personal.
As for building and whats optimal, I never felt compelled by DAO or DA2 into optimal builds and I played nightmare on both, I built several toons in a variety of ways.
I didn't feel compelled due to difficulty - just common sense. I would rather have a smaller array of equally good options (thus all are valid choices) than a larger array with clear choices - otherwise, it is painful choosing less optimal choices. It feels unbalanced.
And giving people access to more abilities doing combat clearly adds more tactical options than having less.
I may be biased because this doesn't impact me (and I'm guessing a wide range of choices). While I have a gaming PC, I played these games on console due to DA:O having no controller options on PC (or at least I was told it didn't so bought it for console) and I don't play games with KB and M unless I absolutely have to and it's a click-and-point adventure or strategy game really. And then, even though it had controller support, wanting to carry my games over for DA2. While you could use all your abilities, there were only 6 quick slots. I rarely used more than that. 8 seems plenty to me. You can change load-outs at various points, I believe, so it's not 8 forever, is it?
As for the specs its a but hard to take them seriously in rp terms when they shoehorn basic abilities from the previous games into specs that they clearly don't belong in. Not to mention that specs are meant to matter more in DAI than in DA2 but they have less active abilities than the DA2 specs.
See, I feel like the specs seem to suit the lore better in DA:I than any other version of the game. I've read all the books and such, and the specs feel very nicely done this time. I'm especially happy about the removal of Blood Magic (which never made sense).
As to mattering more, the abilities seem very strong in some cases - so combat-wise, that will matter - and the passives seem to matter as well. Plus, they will actually be part of the story and character's personality! By "matter" I think that is part of what they mean.
...I guess I just don't get what attributes add to RPing in a game like this. I get it in D&D/Pathfinder, where the stats have clear correlations to certain gameplay mechanics beyond combat - like the difference of intelligence and wisdom or the lure of charisma - that can appear in excellent RP moments because of the nature of the P&P RPG genre. But for a video game, attributes are not nearly as interesting a method of customization as skills, talents, and passives. Not even as interesting as gear. It's literally the least interesting type of character customization there is and it was removed, yes, but other means of customizing were added. More gear customization than ever before, for example, certainly trumps splitting points between DEX and CUN.
Yes, I suppose dumping points into an unnecessary stat before made for more "roleplaying options" but the idea that those options are gone is silly. They never really existed anywhere but in your head, and you can still create them all you want, because of that, without attributes at all.