So the problem with DAI is that it isn't enough of an action game? ME and JE get a pass because you don't classify them as RPGs. So if DA:I was more action-y, it'd presumably get the same pass.
Essentially, yes for ME and JE. But that doesn't mean DA:I gets a pass.
You can't make a good action-based party RPG. It can't be done. It is like trying to make a sturdy concrete block that also rolls well - they are diametrically opposed goals.
A party-based RPG is driven by stats/builds/loadouts and consists of party management and tactical unit placement during combat. And an action game is driven by fluidity of controls, visually engaging gameplay and timing mechanisms.
People who were playing games like DA:O as one character and not paying any attention to the their party were, in essence, suboptimally playing the game. I'm not saying they were playing it WRONG, but its not how the genre is supposed to work. Bioware, in response, began DESIGNING the gameplay suboptimally in future titles to accommodate this. And quickly realized that you can't do it without scaling back the RPG elements (attribute options, ability to equip any piece of equipment if a character is built right, having the ability to have suboptimal character builds for the sake of experimentation, outside-the-box party synergies or even just wacky RP color).
Objectively, as an action game, it does not play well. Compared to action game titles, the controls are sluggish, slow, unresponsive and the player is not engaged. Even compared to other ARPG combat systems, like Skyrim, Dragon's Dogma or even Kingdoms of Amalur (the game DA:I most reminds me of), the game doesn't measure up. Similarly, in terms of RPG mechanics, party tactics and ability to use the UI to work as a party, the game ALSO does not measure up well to competitors.
So yes... if the game was more "action-y," it would be a better game. And if the game was more of a party-based RPG system, it would be a better game. Since it is trying to be both, it fails at both, creating a middling experience that can be found better nearly anywhere else. It's not strategic party gameplay. And its not gripping action gameplay. And there's no way to balance the two - a better UI for the tac cam won't take away some of the action "pop-a-mole" aspects of the design, nor will it restore things like equipment verisimilitude or attribute control, let alone some of the things DA:O did like non-combat skills.
Just like its barren open world design and its sparing use of cinematics outside the MQ in a cinematic-driven game... it tries to be all things, to DO all things. And it just comes off as bland. At least to me. And I'm sure others. But as always, YMMV.