And claiming, others "view through rose-tinted glasses" while you alone see reality ain't much more objective. Honeslty, this way you appear more like someone throwing bricks when living in a glass house.
Opinions aren't objective? I think that's a lot of people's problem with subsequent Dragon Age games, and it's a lot of people's problems with sequels in general. The fact you're dissecting this in such detail doesn't bode well for an actual discussion, though. 
That's something absolutly subjective. If you don`t miss that, fine... but in that case you somehow don't seem to be someone who really understands what gave Bioware it's reputation back then in those days of BG2 or KotoR... at least not to me.
Except I'm discussing DA:I on its own merits, so how is that relevant? Rose ti--- ahem.
The combat you describe has ABSOLUTE NO NEED FOR COMPANIONS. It's the way Action-Rpgs work... titles like the Witcher 2 or Skyrim. Games where you only control one guy all the time. But when i have a group of different characters with different classes and different skills, they should have some meaning...
Nope, it doesn't. I take companions for ambient conversation. That's the "meaning" for me personally. I dislike squad gameplay in general, and absolutely prefer what you call "action-rpg" style. That's not inherently "bad" or "wrong." Again, it's preference, and something I overlooked, not enjoyed, about earlier Bioware titles.
Oh geez... how do i explain someone who's satisfied with the most simplistic gameplay the greatness of aD&D? I'm so astonished seeing someone calling her/himself a fan of RPGs, eventhough he/she doesn't get which core-features define a RPG.
D&D rules are arcane and arbitrary, and you can build a character that looks good from a roleplay perspective and ends up in a situation where they are literally unable to hit a boss. That's poor design imo. Call me "simplistic," but I'd argue the core feature of an RPG is to assume a role, not spend hours cross-referencing spreadsheets to make sure your THAC0 is acceptable. I can watch my character progress and define them via skills/choices in DA without all that.
I can't understand: are you really fine with just being allowed to pick your skills from a bunch of trees, while some are even mandatory like Barrier? Are you relly fine with having no influence on your warrior except from his/her looks and wether if he/she wields sword and shield or 2-handed-weapons? Are you really fine with having no parts in the game, where sneaking around with your rogue actual has some use or value? And why even showing the attributes if you can do jack sh*t about them? Are they important for skills, gears or anything? No. They're just there for show.
One, you're way exaggerating the lack of combat customization. Two, I actually agree with you that rogues kinda got shafted in the traps/locks etc. department being valuable. Three, I assume they put the stat sheet there because so many people feel like it's mandatory, and because some people get off on watching numbers grow.
You may not have noticed but... pretty much EVERYTHING aside the "story-missions" are filler-quests. -snip-
Well, yeah. I mean would I love for every single thing to have elaborate cutscenes etc.? Sure. But the fact there's not some deep hidden storyline to "feed the refugees" doesn't mean it's not valuable to shaping my character. My Dalish character didn't do that one; she felt like they needed to learn to help themselves. My uptight Andrastian wants to solve all the world's problems and rushed to feed the hungry. Some are deeper than you give credit, like the horsemaster quest. They help shape the story of the area, imo.
Once again very subjective. I myself are not really a fan of playing "bad guys" as well but there are people who like to take this road for diversion. And there would be room to play more like an anti-hero... or use all that "power" of the inquisitionmore for his own good. F.E: in halamshiral, there were some moments when i thought "oh man, i wished i could note this or that guy's name and repay him later for that insolence".
I think we agreed here? Anti-hero/repaying for insolence isn't the same as chaotic stupid. I too would have liked those options.
A coin for your braveness but... how do i put it... not all criticsm is flaming. As long as arguements are given and opinions are tried to explain i give the benefit of the doubt.
Except the OP doesn't actually argue or explain opinions. Statements like "the dialogue is lackluster" doesn't really give anything to go on. No specific examples or saying specifically how it could be improved. "The roleplaying is pretty bad too." Uh, OK, how? What does that even mean really? What would have been a better implementation?
You and I can go back and forth because I state specifically why I like the things I like (or don't mind the things others do). The OP doesn't do any of that. It just states sweeping opinions as fact, and has people like you come along and passive-aggressively defend it.