Some more observations from my second playthrough:
(1) I have now spent around 180 hours with this game, and I'm still not comfortable with its title, the name of the organization I lead or even with my character's title. The term "Inquisition" carries too much memetic ballast. Mentioning it has already earned me some odd looks from people who aren't gamers, and it takes some mental effort to switch into a "Thedas mindset" and cut off the real-world memetic conditioning to some degree. This makes me think the title may not have been the best choice.
(2) The second patch - now hotfixed - adds greatly to immersion by giving me the option to completely hide the UI. I'm limited to keyboard controls for ability use and party orders if I do but that's ok. I'm not going to use that mode in higher difficulties. The patch also adds to usability by highlighting loot on the radar after searching. Picking up loot after a battle is no longer a problem and I don't miss the rare crafting ingredients from rift demon drops any more, just because they happened to land in grass and are almost invisible. The "take all" key, another addition I've always wondered why it wasn't in the original release. Not to have one is unintuitive. Small things, but they do a lot to make playing more fluid.
(3) I've finished "Wicked Hearts and Wicked Minds" in my second playthrough - ended up with Briala as the shadow ruler behind Gaspard - and its atmosphere is every bit as great as in the first one. I love the many permutations of the outcomes you can get here, the palpable tension of the court, the approval system, the intrigue, collecting of secrets. I even appreciate the timer because it adds to the atmosphere. The mission wouldn't be the same without it. You notice a lot of thought went into making this a mission where you feel you're part of the Orlesian Game whether you want it or not, and that makes you feel as a competent player in that Game if you so choose. This is my favorite mission of DAI, and may be one of my favorite crpg missions in my personal gaming history (which is 30+ years long, so that's saying something).
Having said that, there appear to be a few design oversights in it. The fact that there aren't enough halla statuettes to open all the doors (I confirmed this with a guide before I triggered the encounter with the duchess in the royal wing), plus the fact that the player gets no hint that this is the case, means that you have to metagame in order to get certain outcomes. It also means that completing the secrets and caprice collections will lock you out of one outcome. I don't exactly mind that there aren't enough statuettes, but the player shouldn't have to metagame to get a desired result if you can actually plan for it in-world and it's possible to get it non-randomly.
Also, there is one supply cache in the entire mission. That would be quite enough, except that it's placed exactly where you don't need it, namely before the first serious fight, when you're unlikely to have taken much damage. More to the point, there is no supply cache in the royal wing, which means that you have no way to resupply before you enter the chapter boss fight, should your Game play out that way. That the fight is somewhat difficult - archers are bad news in this game, to say nothing of elite or boss archers - does not help.
(4) It appears I'm getting somewhat used to dragon fights. While they do get less difficult, I'm glad to say that the atmosphere does not suffer from that fact. That I - who usually detests boss-type fights - love the dragon fights should say enough.
(5) I've also completed my first mosaic - thanks to the cave that opened after I killed the Abyssal High Dragon. Hmm....I should say the payoff is a little disappointing after all the effort that took. I can't even see what's on the completed mosaic. Some place in Skyhold to see them would be nice. There's Gatso's place in the main hall, but you don't see the completed mosaics there. You only get a Codex entry if you speak to him after having completed one. Maybe there's something when you've completed all of them? That I won't know until another patch at least, because it appears the placement of some of the Hinterlands mosaic pieces is bugged and you can't get them.
All in all, this continues to be the most enjoyable game I've played in some time, and after ME3, it's such a relief to have agency over my character's, well, character once more. The "faith and doubt" theme is certainly handled in a way much more appropriate to a roleplaying game compared to the "sacrifice" theme in ME3. Storytelling feels more confident and mature, and while the game's responsiveness to my character-defining statements could use some improvement here and there, I recognize the intent of giving the player more opportunties for character expression, while also avoiding the impression that only one path is valid. Imperfections I can forgive, deliberate character railroading with the potential to destroy my character's soul, not so much. The way DAI does these things, I would like to see developed further. DAI does a lot to make a game with a voiced protagonist function as a roleplaying game. Paraphrasing, of course, is still the devil... 