I have some thoughts about the banter system as a design issue. I do think the bug is real (my first playthrough was fairly quiet, and disappointing to me on the banter front), but technical problems aside, I think there were some design decisions also at fault.
1) The banter was meant to be spread out over a very long playthrough. So there was purposefully a lot of time and randomness built into the banter system. Even without any bugs, there were always going to be long silences, especially during exploration that doesn’t move the plot along as banter starts to hit plot gates. (Which is kind of counterproductive if a design goal is exploration; map triggers would actually be more effective to reward/encourage exploration.)
Even though 5+ hours of banter were recorded, a lot of it is gated and reactive. Which is a good thing in terms of writing; crit path plots, romances, companion quests, etc., all have reactive banters based on our choices. But also means that banter is going to run out. (Triggering 16 banters in the Hinterlands is probably going make for quite a bit of silence later on, no matter what.) And there are some banters that we’re never going to hear in a game because we’ll be locked out of them. The overall pool of banter is smaller per game than 5 hours, although there should plenty for a long playthrough considering each banter is less than a minute. But if the timing was structured for a long playthrough, then it means that players who take less time doing a PT are going to have periods of silence that feel proportionally longer.
For the people who are getting repeat banters, I would be interested in hearing the details of those conversations; I wonder if they are environmental banters that repeat or the dialogues that could happen anywhere.
2) I think the banter system tied into the designers’ overall vision to make DAI replayable. I remember reading that the devs wanted to design a game where it would be almost impossible to experience everything in one playthrough and to have a game that encouraged players to discuss the different things that happened to them in their games.
However, making the banter system part of this was probably a design mistake. Banter, which ties into character, story, and dialogue, all of which are Bioware’s calling cards, is REALLY important to DA fans. We want to hear everything! Plus, it’s a system of chance that we have no control over, so it’s content that we’re missing without choosing to miss it, which leads to upset feelings. (eg. I am okay with missing the Templar quest because I chose to side with the mages, but I didn’t choose to miss hearing Sera mess with Solas and that makes me sad.) So instead of doing cool comparisons of what we hear vs. what other people hear (Oh, Bull says that? Nice!) we are upset that we didn’t experience that conversation for ourselves.