I enjoy this "inequality." To me it feels more like the games I came up with. Games didn't have these things like scaled mobs to match your level and gated areas you can only get to if you are a certain level. Mike Laidlaw made it very clear that there would be areas that would be considerably higher than the player. It does a few thing, in my mind. First it makes it fell like a more living world. Walk into the mountains and you will find everything from tinny spiders to big mountain lions and bears. I have the skills needed to kill a spider but not a bear so I have to pay attention to where I'm at. Same in this game. Second, it gives reason for a player to revisit an area later. Think about WoW (if you have played it) until recent updates there was NO reason to ever go back to a starting area. Now you have to go back and finish clearing out an area if you want to 100% complete it.
I'm not saying you are wrong, more just offering my perspective on it.
I like the lack of enemy scaling of games like Gothic 2 or the limited scaling of games like BG2, I despise the MMO way of handling it.
In the former case, some enemies have higher stats than you, so they're going to be really tough to deal with because you're low level - but if you're very lucky, very persistent or just come up with something clever, you can sometimes beat them and will get a ton of XP for it.
In the latter, if an enemy is higher level than you, it's not enough that he hits 3 times as hard and has twice the HP - the game applies additional multipliers on top of that to make them exponentionally tougher, to keep players inside the hamster wheel - and even if you do somehow find a way to kill them, the reward is simply not worth the effort.
Which way does Inquisition handle it?