I think that the fetch quest debate is something of a red herring really. I really like the quest to find food and blankets for the refugees, especially early on in the game. It felt right. We can talk about the implementation (placing markers... feels very "gamey", and not very immersive) but I think it works quite well.
The Collection quests didn't bother me much either:
- The Astrariums I think were a good idea. I personally HATE these kinds of puzzle mini-games, so I went online for about half of them, but I recognize that they could be cool mini-games for those inclined.
- The Shards I think were just WAY too repetitive. By the time I got to the Hissing Wastes I was starting to get really annoyed. It was a cool idea, but there needed to be like half as much of them.
- The other collection quests were harmless filler, that could easily be ignored (mosaic, bottles fo Thedas, etc,,,)
I think the fetch quest discussion detracts from two FAR bigger issues:
1) The main villain shows up at the end of Act 1, 20 hours in, has an EPIC confrontation with the hero, followed by an EPIC epilogue to Act 1 (lost in the snow, finding skyhold) and then DISAPPEARS for the next 80 hours. The main villain is a non-factor. He needed to be more of a threat. I romanced Josephine in my game... I half hoped Coryfish would have her assassinated while I was off doing my thing... make it personal and amp up the intensity. Everything after the battle of Haven feels like an anti-climax.
I think it would have been better to front load even more of the "filler" stuff, where it made sense. While I was operating in Haven on a shoe string and hated by all, I would totally understand doing a lot of the mundane quests, but once the 1000+ year old wannabe god enters the fray, my focus should be on that.
Essentially make the first 2/3 of the game be about exploration and building a power base, then kick the story into full gear and have the last part of the game be all about the narrative.
The balance and pacing was really off, and I think that sheds a bad light on the quests themselves.
BTW, the argument that you could skip straight to the main quests doesn't hold water... there was no indication which quests you could skip and still safely play post finale. In retrospect, I would have played the game differently and skipped half the quests between the confrontation at haven and the final battle, and then leisurely cleaned up the map post finale... but then I have little desire to replay the game.
2) Resource FARMING! Apparently I, the lord and leader of a religious/military organization, who only travels with 3 companions at any given time, also walks around with a full mining team. This was pure MMO style time-filler and was a horrific addition to the game. Just awful. When you add this to the poor story-pacing, you end up going through whole stretches of the game wondering when the story was going to kick back in.
My $0.02