OP is a bit too 'console-bashy'. ¬_¬ Can we cease and desist with the whole "lulz PC Master race" rubbish. FWIW; Old school PC gamer here, Baldur's Gate, Planescape Torment, yadda yadda, not that it matters.
Other than that I agree with most of the points presented, my feedback is as follows - PS4 version btw: (Credit to Corto81 for his layout
)
Character Creation and UI:
Bland, that's what it is. I had to use reddit (eww) just for a hair colour guide, black is almost blue.
Hairstyles - Hey I'm old, I don't want that new and stupid fad craze where you shave everything and leave a pile of crap on your head, it looks ridiculous and I'm positive in 10 years time said people will look back and go "oh em gee, why did I have that hairstyle" like the classic David Beckham centre parting.
Classes and Combat:
No auto-attack is meh, it's not too bad on the PS4 since you just hold the trigger down, better than "press x for something awesome!" tripe, I suppose the DA team have accepted that as a serious error of thinking.
Tactics - What tactics? I've played 40 hours and I've yet to see my mage use Lyrium potions, I've not seen my warriors smartly take a swig of a regen potion, I have a dragon burning a fireball up my ass, I cannot be micro-managing everything.
AI in combat - It's highly amusing to see Solas freeze an enemy only to cast dispel right after. I've yet to see Cass use Shield Wall, or Iron bull use block and slash, which means any warrior not using a shield is dead and any warrior using one is half-gimped. Mages and Ranged rogues seem to like sitting in the middle of a warzone too.
Tac camera - Should be optional but the above makes it seem like a shiny new toy that is being forced upon you. I dread to think of how I would cope on a nightmare playthrough if I didn't use Tac Camera, we'd probably get wiped by an nug.
Levelling attributes - I don't know if it's a plus or a negative, the set up is... interesting? Pick up attributes alongside passives, but maybe I'd like my freedom to build as I wish without being shoehorned into a skill tree. I'll concede that it does make it extremely accessible for most gamers, no more need to min-max or skill/theory-craft but maybe do what Final Fantasy X did and have it so option A keeps the current system and option 3 says where you hit a 'skill' node that has a +3 to attributes it allows you to re-distribute those 3 points.
Questing, Itemisation and exploration:
Ok, 'half-open world', that's fine, some nice stories here, but a level outline would be useful.
Why restrict items by level? If I get a '+1 infinity sword of stabbiness' I should be able to use it. Or is the sword so sexy my Inquisitor completely forgets how to use that specific sword when fighting? Is it like the one ring and he just sits in the battlefield crying out "My precious" while polishing it and hearing the screams of his allies dying? A sword is a sword, armour is armour, don't level restrict it without good reason. (Note to developers: "Just because" is not a good reason, if its "balance" reasons, then don't let low level nubs get superior loot. O_o Avoid having to ask the question and you won't have to answer it with the PR folks.)
Downside of the questing though ties into this:
Main Story
Seriously, the quasi-open world does NOT help you tell a coherent story. Guild Wars got away with it but they literally rail-roaded you through the theme park.
There's a fine balance that must be struck between the main quest and the variety of side quests, as it is, I think this game just about falls dead in the middle but only because of my play-style and because I was forewarned about where to recruit characters and how to go about it. A mate of mine is sticking around in the Hinterlands doing everything, far beyond his need to, so he'll do quite a bit before he bothers popping over to Val Royeux for example.
Also, there's not many main quests here, within three I'm in the 'main camp', then another three/four and it's end game? So if I took power out of the equation I'd be done with the main story in 10 hours if I sped through it? Sounds wrong, should be bigger and longer. I'm not saying the side quests don't have an impact and whatnot, but they should be secondary to the main quest.
That said, I do think the story has some wonderfully epic moments, the song by Giselle was an absolute epic scene, I'm positive there's more to come. Bearing in mind I'm probably only at the half way point; - In Origins the side-quests usually came along the side of the main quest, in Inquisition it feels like the main quest comes along the side of the side quests (if that makes sense). For DA:4 maybe keep the open world but make it more guided, in-so-much as there's a reason to go there and an achievable aim for them related to the main quest. Probably a controversial opinion though but this is going to be a major sticking point for 'balance; in the future.
Personal Quests:
Tied into the above, I reach Skyhold, boom! Custscene after cutscene after cutscene. I get like 20 personal quests, a ton of story and character development thrown in my face all at once. The time passing scripting needs fine-tuning, It appears, talking to one person 'passes time' therefore unlocking the next sequence for every other character. Example? Cassandra had nothing to say to me, I speak to Solas, return to Cassandra and she now has two exclusive personal development scenes. I return to Solas he now has two more unique scenes, rinse-repeat, steady the hell on!
This was an issue in Origins as well, you could exhaust all conversation options within the first hour if you knew how to do it, and it persists here too, it's annoying because I don't want to be going through the next main mission and having nothing to say because I've exhausted everything. Slow it down, spread it out, or is that impossible because of the relatively short main quest series?
There's probably more but that's off the top of my head so far.