I didn't say DAO wasn't a spiritual successor. But it's a successor the same way ME1 was the spiritual successor to KOTOR: it adopted the design philosophy, not the mechanics.
DAO is mechanically much closer to KOTOR - the only difference is the fact that it has a point and click interface on PC and the ruleset isn't a D&D expy. But all of common design elements, story structure, etc. borrow from what Bioware did in KOTOR (and later Jade Empire).
Maybe you misunderstood me initally, but when you asserted that everything I said about BG was wrong, I took it to mean the "spiritual successor" part.
But my point still stands, Baldur's Gate was the first game of BioWare's to allow you to choose your dialogue responses, BG2 allowed you to romance a companion and they both introduced large areas to explore. You are also right when you added what you perceived as core values. Taken together, all BioWare games since BG2 have had romances, dialogue options, build restrictions, simplified gameplay, large areas, etc, etc, etc... This is just my opinion and not a very important one either.
I didn't exhaust the entire list of all the stuff that make up the heart of a typical BioWare game because it wasn't the main point I was making with my entire post. You kind of glossed over the main point I was trying to make, i.e how difficult it is to come to a consensus about the DA franchise's identity (tactical RPG versus action RPG), and began nit picking at something else.
From what I've seen of DAI, BW may have cracked the problem and managed to fuse the two gameplay styles. But I am still waiting on what the North American players have to say before I commit to a day 1 purchase.