Yes. Also playing as a tevinter native IMO means we should have origins again. the reason is IMO there is a lot about tevinter that not everyone would know right of the bat, ie the class distinctions, the imperial chantry, the templars being different, and so on. Many words and terms to just throw at people, but origins can help ease people into this. So these are my basic ideas. As the point of any little origin is to get people as quick as possible while also seamless as possile into understanding tevinter culture and society. They also should give you plot reasons to do certain actions, ie siding with bhalen as a castless dwarf.
More over, EVERY ORIGIN, should feel important and connected to the story and there should be at least 1 unique quest to each background. the only one atm I am not sure about is the qunari origin. so any ideas for that one? but beyond them here are my ideas:
Elf rogue/Warrior - the slave/libertari
The elves in Tevinter should be a city elf. We played as a dalish, thus for the non-mage city elves, lets show them tevinter at its utter worse. You are a slave. You have no rights. You were bought up by a magister along with your brother/other family members. You serve a magister. This magister is cruel, horrible, and it is the stuff of nightmares.
the origin would be your city elf enduring and fighting back against it. It also will embrodily your city elf as pawns between a rival magister. Here though things will take a turn for the better, as he will turn you against your master by granting you Libertari status for killing him, and he would up hold his end of the bargin.
comparing it to Origins, it naturally would be similar to the city elf origin there, but also have a bits of the casteless dwarf origin style and feeling. You should feel the oppression, this is the worst of tevinter and you need to see it. All the horror just at the begining, but you also need to feel how schemes are every where. you can't do anything without getting caught in plots.
also by ending as a libertari, it grants you freedom to do plot stuff later in the game.
Quests concepts for later: freeing your brother/sister/relatives from slavery. The slavery plots and quests(which there must be some) should have extra options for this origin.
Human Rogue/Warrior - the Saporati.
the human origin for the rogues and warriors is the Saporati class. Here the you would be the son or daughter of a rising merchant family. Here you should feel the glass cealing of tevinter society. You also should feel the breath of the mages here. So as merchants, skilled merchants your rival though is not a mage but another rival merchant family.
The basic plot would be a wedding/formal event of some sort with a rival merchant family between. Either you or another relative would be married to this merchant family to end tensions. Things go wrong though, and the other family comes to murder yours. You escape and then join up with [insert plot group here]
If I could compare it to anything from origins, I would say this is actually closest to the human noble origins. The reason your antagonist should be another saporati is that while you should feel the tension between the two classes, you aslo need to keep in mind that other non-mages are just as cruel and competive as you are. Basically tevinter godfather 
Quest concepts: merchant dealings/intrigue and helping your family rebuild. While this should have set your family back alot as your parents are slaughtered, you and several others should live and vow to rebuild your family name and get revenge on your rival and [plot group] will be your way of doing just that.
for this origin, if one of the Love intrests was from your rival family, that would make things more interesting story wise.
Elven Mage - the Laetern
The elven mage is of the Laetern class. They were born as a slave, but when they had magic they entered one of the circles of magi. Here you should feel the disdain for being an elf. You have power just as this altus does, yet you are being treated lesser because of your birth. You should feel it.
You get to witness how your master approves of another mage, just because he is human. You are a more powerful mage then this man, yet your teacher is showing him more respect. the origin is about the intrigues and racisim of the mages. You go to gain relics and power to prove that an elf is just as good as human. of course one of the relic is cursed and things go bad.
if comparing to origins: this is similar to the mage origin. atm it is my least devoloped concept
Human - the Altus
the peak of power. The origin of the human mage is the Altus, a scion of a proud family. Here the origin should speak of the high level intrigues and introduce you to what a true mage of the imperium is.
The origin would start after your harrowing. A great banquet has been prepared for you, you have succeded and have 'graduated' as a mage. You have recieved an apprentinceship from a a prominit Magister, and you should like your magister. However over the course of the origin, one of the magisters rivals would strike against him and you would be the scape-goat for his death. Your family's graces drop and their fortunes drop. you join [plot group] to redeem your name.
The origin from origins that this takes insperation from is the dwarf noble(it is one of my favorites). The rival magister, naturally should play a role as Bhalen/Harrowmount did. You are to learn that mages are constintly in danger even the mighty and you need your wits to survive.
quests concept: aside from anything dealing with the rival, you also should have quests in regards to the intrigues that your family is doing.
Dwarves - outside in
You are from a powerful dwarven family in Tevinter. Your ancestors came from Kal-Sharok but it has been ages since you were there. Here you see tevinter from an outside perspective. A dwarf is not a citizen of the empire but a diplomat and you see it from a different perspective. Though intrigues also exist here.
The plot here would you be working for your family when you discover a lost thaig. This thaig is links to the ancient city of Kal-Sharok and might be a way of reaching them. Of course dark-spawn, intrigue and curses await you. When on your way back, betrayl will strike you, for what you discovered is of great find and your best-friend/sister/brother wants the glory not you. You join [plot group] to gain revenge but also as a way to possible persue what you discovered.
Comparision to origins: the dalish with a bit of the dwarf noble. Here you learn about dwarves. The reason for Kal-Sharok is that I get the idea we might visit it in the next game, so this would allow you to tie into that plotline much better.
Quest concept: assuming we visit Kal-Sharok, then your quest would be about what should your family do, particularly if there are some members left in Kal-sharok. Do they join? stay in tevinter? you can help decide.