Tactical Camera - A tactical top down view is a great addition to just about any game featuring tactical combat. So long as the developer remembers that the purpose of a top down view is to provide an overview of the tactical situation rather than an aid for gazing at toenails. Whoever got the idea that the current level of maximum zoom provides a decent tactical view of combat needs a refresher playing any good tactical game with a top view. There are many on the PC. Due to the prevalence of long-distance weapons and magic, the game actually manages to produce a worse tactical environment than the closely zoomed in view of the 1989 hit 'Laser Squad' - and unlike that trailblazing game in tactical combat, Bioware has had two and a half decade of good tactical games to base their decisions on. Look, it should be possible to zoom out such that at the very least all enemies that are at medium range from a character is in the view when the focus is on the character, and if it isn't possible to zoom out far enough to have enemies at long range from a character in view at the same time as a character, there should be a small minimap showing where the different actors are located so you know where they are in relation to each other and the very limited scrolling necessary is easily navigated. The basic idea being that most of the time you should not need to scoll the tactical camera at all, as most of the time everything that is important for a decision is in-view at the same time when zoomed out to maximum viewing distance. This is not advanced stuff.
....It goes without saying that I also hate how trying to zoom out in first person view just a bit to be able so see what is going on around me automatically switches me to the tactical camera. It might annoy me less if the tactical camera was good for anything but melee fights, but as it is I'm not able to zoom out anywhere near enough for it to be truly useful in either third person view of tactical view, which is rather annoying. Just how bad this mechanic works becomes clear already at the first boss fight at the temple, when you are supposed to keep track of the boss, possible adds spawning, and the rift to close, and you are likely to spend more time fighting the camera in order to see the rift message for activation than you are in directing the tactics of the fight.
Loot pinging - Exactly what is the purpose of including a mechanic that rewards the player for pressing a button every 3-4 seconds without mental interaction when running in previously unexplored areas? As a Pavlovian experiment it has some value, I guess, but we didn't buy the game to be treated as dogs in a controlled experiment. For the love of all that is holy, make this a passive ability that can be toggled on and off at will.
Character sheet - So much wasted space between lines of space, so much scrolling. We are PC players, we are not console players that can only be fed a few lines of text on the screen at a time that they need to navigate to via a controller due to technical limitations. Likewise the addiction to long lists for items, stats, etc. is one you really should shake. That other developers use that sloppy approach for the PC ports of their games because because the navigation on various gamepads of controllers pretty much mandate picking items from lists using simple up/down navigation is not really an excuse for you doing the same, though you probably do it for the same reasons: it is easier to design one system fits all and go for the lowest common denominator.
It really sucks to see that Bioware's interface design gets worse with every new CRPG on the PC.