I'm all for hard choices with real consequences. I may complain here and there, but I really prefer things that way.
However, there are two things to consider:
(1) Recognizeable decision patterns are bad.
They make it appear as if the decisions exist for their own sake and push your face into the fact that this isn't real, thus breaking immersion. Even worse, they may send a message.
For instance, if "good" actions always have good outcomes and "bad" actions (by intuitive morality) always have bad outcomes that would destroy the rationale for pragmatism or evil, because the point of those is exactly that they get you results for yourself (in the case of evil) or the whole as you perceive it (in the case of pragmatism) at a price paid by others. Such a world appears increasingly artificial the more recognizeable the pattern gets. The point of evil is that it *does* pay if you can escape being punished for it by others, and the point of pragmatism is that it often *does* get you overall better results at the price of minor evil.
To get back to the hard, Virmire-like decisions, if too many decisions are noticeably set up like that the world appears artificial because in reality, decisions are rarely balanced so that the good and bad aspects of all available options are more or less equivalent.
(2) Drama that feels artificial is worse than no drama at all, and may inadvertently reflect badly on characters
Take the Landsmeet choice between Alistair and Loghain. The political setup that leads up to this is great, as are the different outcomes you can get for the question of who will become king or queen, the effect of the minor sidequests in Denerim etc... All in all, it's one of my favorite scenes in DAO. However, the choice between Alistair and Loghain feels artificial because Alistair's refusal to accept Loghain's joining has no convincing rationale. As a Warden, he should be well aware that being a Warden is not an honor in and of itself, and he should be aware that the Wardens do what they must and one body more between Thedas and the Archdemon is by far the more important consideration. As a result, he comes across as an idiot. This is a fine example of damaging character integrity for the sake of drama, unless the writers actually wanted Alistair to come across as an idiot.
The problem is, Bioware doesn't exactly have a good track record at avoiding this kind of thing, most notably, but not restricted to the Mass Effect games. Virmire was reasonably well-crafted, but "drama over common sense" and "drama over consistency" had become almost defining flaws in Mass Effect 3.
So, I do want the hard decision here and there, and I do want to feel the consequences. Needn't be character deaths, NPCs leaving can have a comparable impact while being less prone to feeling artificial. Howeveer, i want all kinds of decisions: those that are easy between different ideologies, those which are weighted in favor of one side, as long as it isn't always the same side, and those who are balanced and all the harder for that. A decision pattern that feels somewhat random in its distribution of outcomes is important in order for the world to feel natural and real, and in order to avoid sending messages that support specific real-world ideological stances by association.