Let's deal with the main quests:
- Broken Circle - primarily combat-based
- The Arl of Redcliffe - three possible outcomes, none combat-based
- Nature of the Beast - two possible outcomes, one combat-based
- The Urn of Sacred Ashes - two possible outcomes, neither combat-based
- A Paragon of Her Kind - Four possible outcomes, two combat-based
- The Landsmeet - Four possible outcomes, none combat-based
- The Battle of Denerim - combat-based
If we're discussing the importance of the above outcomes, I suspect we would agree that one of Origins' flaws was an illusion of consequence rather than a material impact. However, it's beyond dispute, in my opinion, that possible solutions to quests in Origins were fare more varied than in either of its successors.
If we're doing it this way, then we can absolutely count DA:I the same way.
1) Templars vs. Mags, 2 choices with 2 subchoices, for a total of four possible outcomes.
2) Orlais: Three choices of rulers with multiple companions (G alone, G&E, C alone, C&E, C,E, & G, each with unique impacts) for five possible outcomes.
3) GWs: Four outcomes
4) Well: Two outcomes.
DA:O had more main quests, but they were not more varied. And the DA:I choices are far more important than the DA:O choices, as I said. And if you want me to format it the same as the your list:
1) Wrath of Heaven - Combat
2) Hushed/Campions - Four possible outcomes, with the added and unique difference that these are two separate and fully realized questlines, nothing like this existing in DA:O.
3) In Your Heart - Combat (but it is notable in how unlike DA:O there's reactivity to your previous plot choice)
4) Abyss - Four outcomes
5) Wicked Hearts - Five outcomes, with the added bonus of diverce.
6) Pride - Two outcomes
7) Doom - Combat
That suddenly trumps DA:O.
Edit: Forgot to count Hawke vs. GW. Also you forgot to count the DR for Denerim. It's not just combat. My count is that's 2 outcomes (US vs. DR).