@Paul E Dangerously: Wait, aren't you the guy that seems to despise magical items (you endlessly use your hat of intelligence commentary) - but then you're mad you can't get Fade Wall or Warden Tower Shield (two items I've never gotten in DA:O).
Fade Wall doesn't boost stats. It boosts Stamina - which is derived from a stat, but it doesn't make you smarter. Or stronger.
I like magical items. They're great quest rewards. I've been a DM as well as a player in tabletop RPGs for about twenty years now, so I really do both like items and understand why it's appealing. What I do not like are items in lieu of character builds/development (read: DAI). No, you do not need controllable attributes. D&D pre-3rd didn't, but you had avenues in other areas to make up for it. Dual-classing, multi-classing, weapon proficiencies, and so on. I have things I can do to a character to make them my character. Dragon Age has nothing in order to make up for the extreme simplification of damn near every system that survived the butchering of DAO, DAA, and DA2 Bioware did in order to sew together the Frankenstein that is DAI.
In DAO, I get to determine how strong, agile, intelligent, and so on that my character is before I even equip my armor. I get to decide how persuasive he can be, what skills he has, and so on. It's all part of it's own process. I get to determine what combat actives and passives he has. Then you can add equipment into the mix. It's my character from the first step to the last step of the build process.
In DAI, I'm stuck with Bioware's generic slate from Day 1 to Day 100. I cannot determine my own attributes in any real fashion - no, the passives do not count, since they're all exactly what you're designed to have. Non-combat skills are a fraction of what they were in Origins, though I should give them partial credit for adding a few back. There are fewer skills, and the skills in general are restricted due to the eight-slot limit. When it comes to the overhyped equipment and crafting systems, they botched pretty much the entire damned thing. It's even more restricted than ever, the crafting doesn't try to avoid any of the pitfalls they usually stumble over, and the selection is ludicrously tiny, especially if you're a non-human.
DAI just hasn't been rewarding. It may be a different experience should I play a human character - who seems to have 95% of all available equipment restricted for them alone, but it hasn't been good so far. I can do less to customize my character, the equipment and crafting is laughable, the loot drops are even worse, the economy is a joke, and the pace in general is glacial even for me. I've played grindy Korean MMOs that felt like you accomplished something faster than you do in DAI. So at the end of the day, I look at my character (pick one, my Qunari that's still wearing the same ugly heavy armor design at Level 20 that he was at Level 4, my dwarf who seems to have a bunch of long coats and that's it, and my poor emaciated, broken-armed elf) and I see just how little I really get to do with him and how unrewarding the entire experience feels.
DAI has it's moments, granted, but they're few and far in between. And they're all on the writing/dialogue end, which does say something for that. There's a really big disconnect on the gameplay end and the writing end. I think I've got more input on my Inquisitor than I ever had on Shep, the Warden, or Hawke, and that's great. But when you get to the actual crunch behind the fluff, I'm shackled to what amounts to some well-intended but badly implemented game design.
Now, where I do like it on the gameplay end is the play between actives and passives. I thought DA2 was an improvement over DAO in that area, just as DAI improves upon DA2. I do not, however, think it was necessary to remove so very, very much in order to pull it off. The skill trees are good stuff, they just need more of them, and as I said earlier, to unhook weapon trees from the class-locked skill trees.
I guess they didn't really get too far away from this model in Skyrim. Now all the good loot is in the boss chest at the end of the dungeon, and it's no better than the best of what you'll find in shops. But I guess that's better than having it on the random bandit outside the dungeon.
Given your preferences, wouldn't you be better off never learning that items like the Fade Wall and Warden Tower Shield exist until one actually drops?
Thing is, I had the Fade Wall drop on my very first go at Gaxkang on my first (DN) run. When it did not do so on my next playthrough, I soon discovered that bad design decisions were afoot. Can't blame me for that.