Frostbite is not just an FPS engine - you just see a lot of games developed with it as FPSes. Frostbite was touted as an engine with a highlight on shading, animation, and a lot of toolset integration for dynamic and changing assets, such as destructibles, etc. And this is not counting all the other toolset tools that aren't told about, but can be observed in the other Frostbite engine games. I haven't seen much of the other Frostbite engine games in detail, but a glance can tell that there might be a lot more under-the-hood awesomeness that enables all, if not most of the Frostbite capability while having some modicum of efficiency on lower-performance tiers.
There's also DA:I probably having much more complex hit detection and attack physics than the previous two games, with having projectile redirection as a game aspect. That's over having multiple axii of motion available - for example, you can choose to jump down a ledge instead of just pathing down using the stairs to take a shortcut.
I just wish you can have information in your UI on what mode you're using, and perhaps a quick switch toggle to swap between tac-cam and action cam. With the multiple mode addition, on PC having space as an omni-toggle to pause and play might be counter-intuitive with multiple modes in play. Without additional information about how the pause command works for the game as a whole, a lot of misinformation can be seen - an example would be a scenario posted earlier - if you're playing with only the Inquisitor in the party, sending a command to attack a target while paused and unpausing makes characters not do the command they were told to, i.e the assumption that action mode overrides commands sent in tactical mode while there are no commands being sent.
What I do hope is just that pause changes combat to tac-cam and unpausing makes it stay there, and to drive back towards action-cam, you use a keybind/controller command, OR zoom back down to default camera levels. The downside to this might be added complexity on how to swap between two styles of play, but it'll be really appreciated if this was the implementation.
Putting auto-attack in action mode might be tricky given that auto-attacks have hit-detection built to them, and each weapon has different strike positions, but a solution would be changing auto-attack hold to simply a toggle, continually auto-attacking if it's turned on, regardless of position and movement direction. It would function the same was as the new sustain skills in the game, such as the shield warrior block skill, or the knight enchanter spirit sword skill. It feels cohesive, in a sense, but I think it runs against consistency in action mode. At least, with the current implementation, you don't run in DA:O and DA2 weirdness such as chasing after a target before attacking, and that you can enable attack on the move.
That also reminds me - being able to attack on the move's a different change compared to the previous implementation of staying still while attacking, and it does lend to a certain fluidity in combat. Also, I think it might be part of a problem - if you do enable auto-attack on, it runs aground with toggle/sustain skills, given that some of the skills here have activatable combat effects with animations, as compared to previous games where it adds just adds a passive buff at you, unless of course, when you turn on a toggle, other similar, animation locking toggles get turned off.
In fact, the more I think about it, the more point and click command style's just outdated if a game tries to integrate combat in motion, alongside with dynamic environment and multiple movement axii. With what Bioware's doing, it's probably something really interesting, since it seems they did manage to pull it off, albeit with some limitations - the streams didn't show or mention contextual command detection of destructible objects, such as in-world barriers (barricades, tables, low walls or destructible walls different from passage-way blocking) and in-combat spawnables (I did hear something about creating walls of ice to impede movement, not just as a skill effect, but as an honest to god ice wall). Given that the AI can detect and do something about it, there might be some manner of context detection for actions towards objects, but I don't really think movement support's a part of it. It's better if I was mistaken, though, because it really lends a lot of complexity towards the game's pathfinding.
Edit 1: Bolded some things to take note of.