Well, well, if it isn't one of my pet peeves addressed in a thread again 
My main observartion in this regard is that a pattern of intuitively "good" choices leading to better outcomes makes the world feel artificial. That's because pragmatic actions - the ones where you sacrifice your principles for better results to some degree - are usually taken in the real world because they *do* work, as a rule, and because results are their primary and only benefit. If they rarely worked, nobody would take them.
In Bioware's stories the downsides of the pragmatic choices are often pushed up to eleven, usually by associating gratuitous evil that has nothing to do with the risks instrinsic to the choice. DAO's Anvil of the Void - as such a pragmatic choice that works - is one of the best examples. The risk inherent in saving it is the possibility that it will be abused, and it would be perfectly appropriate to show that the outcome is two-faced in the aftermath. What we get instead is having to side with a power-hungry madwoman who would sacrifice anyone and anything, including her lover, to get at the Anvil.
Meanwhile, also typical for Bioware's stories is to push the intuitively good as the "right" choice even when it's not nearly as good when you stop to think about it for even a moment. The genophage choice in ME3 is the primary example here - how pushy the game is becomes rather apparent by giving you three opportunities to reconsider if you choose to sabotage the cure. Meanwhile, If you take the lore at face value and use the numbers provided, attempting to cure the genophage appears to be an outright insane proposition. Yet, it is the right one which has the best outcome unless you've already been an evil bastard and killed Wrex in ME1. While sabotaging the cure makes you feel like sh*t for all the right reasons for a change, the whole setup is an example for punishing the thinking player over the one who just follows their intuitions. I resent that.
Another problem Bioware has often failed to address is this: pragmatic choices are justified only if they yield better results than the principled ones, as a rule. If the principled choice works without a downside, and the pragmatic one works with a downside, who in their right mind would ever choose the latter? Of course we don't know that in advance, but if I'm thinking of taking the principled choice for no better reason than I must suspect Bioware has given it the better outcome, then something is wrong.
What I would like to see in DAI is this:
(1) A somewhat realistic portrayal of the consequences - good and bad - of the choices you make. If a pragmatic choice makes people feel you're sacrificing too much and they trust you less, that's perfectly appropriate. Maybe some companion will leave over it, that's also ok. On the other hand, it should have a tangible benefit with regard to what you wanted to achieve with it over the principled choice. Not always, of course - invariable decision patterns are bad - but as a rule.
(2) Principled choices should not only not always have the better outcome, sometimes they should have a really bad outcome. Just as you can't know the outcome of a pragmatic choice and it can sometimes backfire, the same should apply to the principled choice. Neither should happen often, or the player will feel deceived, but it should happen here and there. The main point is that intuitively good decisions should not be protected from backfiring just because they are intuitively good, while pragmatic choices should not backfire more often just because they're pragmatic.
(3) People feel strongly about morality, but morality is not just - and for some not even primarly - an emotional matter. Particularly when things get difficult, we use moral reasoning to find the most acceptable alternative. Thus, the story should not punish the thinking player over the one who just follows their intuition. The intuitively good and the rationally good are often at odds, particularly when it comes to intangible evils. I resent being punished for rejecting the concept of intangible evils because they don't hold up to scrutiny.