Well, I am playing DA:I right now and I do enjoy it quite a bit (see here). I am also not opposed to some filler content. Little things that encourage you to explore the environments are great IMO.
However,, there are two problems I can see in the way DAI handles things and I hope they improve this for NME:
1. It is simply a bit too much. I am a completionist, bordering on OCD in that aspect (I will do all ME1 side quests, even on my 20th playthrough and even though I know they are rather boring at times). This is a bit of a problem for DAI because i just can't go on with the main story. That is NOT to say that the NME world should be smaller or have less stuff to explore in it, just, work on the pacing, maybe give us a couple more cinematic side quests to find through exploration as well, not just shards (DAI players will know what I am talking about
).
2. And here is probably the main point: Do not make filler content in the form of journal quests with quest markers on the map that then don't have any real quest coming with it.
I don't need to see in my journal that I still need to collect 150 shards, 300 minerals and 220 circuit boards in the next ME, all with markers on the goddam mini map. Because you know what that means? It means I will spend the next 5 minutes trying to jump up some mountain to get to the marker that is 5 meters away, only to find out that I have to walk 2 km in the other direction first to pass the terrain. This is not exploring, it's frustrating and I don't get to see your beautiful environments with stunning vistas, I get to see the blurry texture on a mountain side. (ME1 had a similar problem with the Mako at times).
Instead take a page out of the book of the Gothic developers from back in the year 2000 (Gothic 1/2). Here's is what they did: They give you a fairly open world (not that different to the DAI maps). They then put quite a lot of quests in there which are all tracked in your journal. All these quests involve talking to NPCs, getting some information and then do stuff (maybe even with NPCs at your side). They are full blown interesting quests.
Additionally, the world is chock full with stuff that doesn't have anything to do with these quests. "Oh look, back there is a tower, wonder what's going on there" -> "Oh, there are some nasty Harpies in there" -> "Oh look, on the top of the tower, I found a chest with an awesome sword". None of this is in the journal. None of this needs a quest marker. And thus, the best part is, while I go to that tower, I don't look at the mini map, I look at the beautiful little mountain river that I am crossing on an old wooden bridge, I look at that destroyed cottage on the wayside, in short, I really look at your environment which I am journeying through, rather than just my next target.
Of course, none of this will even be seen by a lot of players. But it's not useless content because the other lot of players will just see the tower in the distance and think "that vista with the tower looks cool". So it's not wasted material, on the contrary, An open world lives off the fact that it's bigger than the player and their quest(s), that there is more to it which doesn't really have anything to do with you but gives you the freedom to explore it nonetheless.
Ok, that post got a bit out of hand. tldr: Give us environments full of small stuff to explore but make quest entries and markers only for full blown quests.
P.S.: Please give us a sticky note function for the map. It's such an easy feature to provide, it should never have died out.