*EDIT*
This statement and this statement don't make sense to me. There are not fewer choices for each encounter. There are more choices for each encounter because greater number of Talents & Spells, plus ways to customize them with Passives, and fewer number in the available loadout = more choices made and differing combinations mathematically for each encounter. There are more limits to what you can change and maybe where (I'm not sure if you have to go back to camp to change your load-out or not, actually) but that means that you're making more choices. What's really happening here is that encounters are much more likely to be different and faced differently because of these choices.
I'm not saying you have to like it, but "Fewer choices" isn't exactly right. There is more to choose from and an actual limit that provides combinations of choice; thus more choices and combinations. There are perhaps more limits in terms of the system asking you to strategically make your choices at a new point, but that doesn't mean fewer choices per se. It is an overly simplistic view to see it that way.
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As to attributes, if you look at the actual effect they had mathematically vs. what our choices in gear and passives will have mathematically in DA:I, it's clear our choices have more impact now. I do understand some are apparently very attached to attribute points - the why I cannot fathom - and this is likely a problem for them. I remember a few friends being bummed about the changes in Skyrim, though it's clearly superior to Oblivion, and I know change always sparks some frustration in people. I'm sympathetic to that, but I think anyone who paints it as dumbing down the system (not saying this to anyone in particular) or restricting choice overall hasn't looked at the system as a whole. The system has to work together holistically; this is important. Sometimes limitations must be put in place in some areas to allow for greater customization in others and still retain game balance (which looks to be greater than ever - a massive improvement).
First; thanks for keeping this discussion civil. When others stop yawning, looking down their noses at others, and refrain from cursing, I may reply to them again. Your response is refreshing.
While there are more Talents overall, one is restricted to the template they choose, so a great deal of those choices are not accessible for that Class or Specialization. While there may be some overlap of Support, Tank, and DPS designs, I suspect more of them are separate and restricted.
While one may have more custom weapons in the game, weapon restrictions limit which characters will see them. One may craft the greatest longbow, but only a Rogue may use it. Instead, a warrior throws a perfectly good melee weapon. "Only Porthos could devise a way to disarm himself!" - The Four Musketeers.
Fewer quickslots does mean fewer choices for the encounter. Any combo tactics and strategy are made before the combat, or after; not during the battle. This restricts choice, as does the other restrictions already mentioned. Not saying the final results are poor, but appear to be far less in the Player's control, and not as customizable as they could have been.
And unlike others, I do not believe the system has been 'dumbed down', but contend that elements of that line of thought do exist. I have only played Skyrim; no prior TES games, but also witnessed the furor over some mechanical redesigns. If this was to be done here, such like criticism should be expected.
Simply, I would like the system to allow for more Player customization and control in items, abilities, and attributes, rather than have the game select them for me.