I've pondered this, and along with a few wide subject areas that I have my own personal thoughts on, my *hope* (and yes, it is a hope, not a belief) is that they are painting with a wide brush because they are trying to intentionally tie-up and finish certain thematic preoccupations and focus areas.
Now, that said: I have played several characters at least 3/4 way through DAI, finishing only once completely as of yet (held back from finishing in two occasions before last battle), did several playthroughs of DA2 and too many to count of DAO. The main difference, between all of them frankly, but strikingly between DAO/DAI and DA2/DAI is the success level in having our characters and their interactions have a sense of gravity, of personal meaning. Compared to DAO and even DA2, DAI doesn't really employ the use of cinematics as successfully in order to bring the scope of the world, the issues, the horror etc, to a PERSONAL level. Close up. The world being big (which, i LOVE for what it is worth) actually makes the need to have moments that SHRINK it down to a manageable size more important. If you go back and play DAO again (which, admittedly is difficult due to it feeling kind of clunky) feels MUCH better story wise. Cutscenes, small but meaningful bring you into the characters focus, making the world you encounter feel smaller and more personal than it being majority 3rd person all the time, and from a substantial camera difference at that. It really made me realize that story and quests played a huge role in getting us involved, but the method and manner of presentation of visual data DOES have a HUGE effect on the impact it has for the player.
In DA2, yes, every battle pretty much felt trivialized. One broad swath of a sword could down, easily and cartoonishly, many darkspawn. THAT was too easy. It negated the evil and turned it into something trivial and more speedbump than serious and doomlike in scale. DAI corrected, for the most part, having your enemies die like mini marshmallows in a commercial blowtorch. But the view of the world was never quite as personal as it could have been. In fact, it was the romantic relationships that I built (some more successful in this respect than others, mind) that brought some grounding, and focus to my inquisitors place in the world. Without those, the whole thing would have felt a glaring lack of grounding.
When you don't truly have an anchor in the world (oh the irony) it is easy to feel a spectator with just a lot of data at your disposal. Did I ever TRULY feel that my quest was necessary and IMMEDIATE? No, no I did not. I had all the time in the world to chase rams, or deliver flowers. I explored (happily too, much of the time) at my own leisure. Surely the breech could wait, I had great bears to find and kill for a stylish pair of shoes!
Now, I love the game and there was plenty it did correctly, and well. I would be lying though if I said that one of those things was making me feel a sense of urgency, impending doom, or even a connection to my own character (and to a lesser extent, the companion characters - with a few striking personal exceptions of course).
I am guessing it is partly growing pains rather than an inability to do these things. They have, after all, done it successfully before, quite handily at that. They simply have to grow into the new engine perhaps, and find a way to bring the big bad world into a smaller scope for cutscenes and certain quests so the world maintains PERSONAL impact, even at a large size. Part of that is done through direction, and part of it is through building of our characters and their bonds to the people and world around them. Through timing, to feel a sense of urgency - through loss or gain - real consequence that is immediate and strong so we feel it, regret or not. I don't think it is a trivialization of the story as much as perhaps, fans previous connection was taken for granted as already established. It is the people who love the lore, love the dragon age world as a whole that will care about these differences of course. If you just want to play a good game, you push the kill button and cheer along, with less matter to what came before.