My views align more closely with PressHeartToContinue's comments. I felt like even the smallest quests tied into the overall main story and thus were worthwhile.
This was how I felt, and this is also what's most important to me in quest design. I guess the issue is what different people find important in quests. The long cinematic conversations in DA:O don't do much for me in terms of the small quests - there are a few I love, like Dagna, but I found some of them a chore after my first playthrough. I love reading and re-reading things, though, so if it's written, it's far less of a chore for me, and I don't find the companion convos a chore even after a dozen times because I care about my companions. But I don't care anymore about an NPC just because they get a cinematic than if they don't (in fact, I cared about a lot of people in DA:I more than those in DA:O, maybe because it was more minimalistic since it makes it more realistic and tragic to me, like the woman in Crestwood who wants to join the Wardens is way more interesting to me than basically every that-level NPC in DA:O except Dagna; and I can think of dozens like her in DA:I).
It wasn't that they aren't relevant, it is that they are mostly the same, and just completely uninteresting... Go to point on map, pick something up, quest complete. No interaction with anyone, no choice to be made, just nothing really. Occasionally it will be go to point on map, kill everyone, quest completed.
There are far too many quests like this, and before anyone says you don't have to do them, that doesn't make sense. You don't know what is involved in the quest before you do it... Who else thought the note about the two Templars in the Hinterlands sounded interesting?... Nope, just pick something up, quest over.
There's a lot of story to many of the quests, for me. It's just that a lot of it is read or overheard (people talk about how you've helped in places like the Crossroads, there are loads of notes and new lore, lots of visual story in the areas). I don't know what kind of "choice" should be in the small quests, besides whether to do them or not, and I feel the choice is basically in that, since there's no need to do it all in one playthrough - you pick and choose what's important. Some things have choices, but not most of the small stuff, no.
Do you mean the two brothers? I don't recall two Templars in the Hinterlands, but there was a Mage and Templar who were brothers. I did find that quest interesting. Sad, because they died, but interesting. I read all the notes, and they told a small story to me, along with the visuals obviously.
Of course, a few more cinematic cutscenes and conversation branches wouldn't bother me. I don't need them, but since some people seem to, it might be nice for them to add more next time. I wouldn't want less world for it, though. I want the world to be even bigger next time, hopefully, with even more diversity of regions. Not Skyrim, and I hope the way things are unlocked would require a little more (I don't prefer full open world - I love the regions), because Skyrim doesn't tie everything together nicely like DA:I. It's all unrelated stuff.