What does any of this have to do with the statement that 95% of the game is fetch quests? 95% of what you chose to do is fetch quests. You can't ignore content and then turn around and say there's nothing else to do, just say you didn't like the other stuff.
Suledin Keep is one of my favorite things to do in the game. I recall slightly more than a half dozen enemies before the end though, half dozen at a time maybe. Nevertheless, once again a gross exaggeration on your part.
This is all relative. If you find the combat fun then you wont find killing dragons to be boring. If you find the "exploration" fun then you wont find planting flags and pitching tents boring. I can only speak for myself but I find the combat system to be very limited and poorly done, not fun at all. The non-companion side quests did nothing to engage me and I don't find looking at scenery for the sake of looking at scenery entertaining either. What I look for in side content is:
-in depth character interaction (long, branching conversations that are interesting)
-a good (even if short) storyline that makes you want to do it for fun and not because you need 40 power to move to the next main story quest
-plenty of dialogue choices that let me roleplay a character and get the NPC to react to me in different ways
-choices of different outcomes
-difficult puzzles (it was nice that they made an attempt with the astrariums but connect the dots...? Way too easy) often with consequences for making a mistake ex: enemies attack you or you get shocked and lose health every time you input a wrong sequence
-interesting, relatable, and memorable NPCs
-The occasional long side quest line such as the faction questlines from Skyrim or the main planet side questlines from SWtOR
-The ability to talk to (and possibly talk down) enemies before I fight them or at least get a cutscene or scripted scene showing me what they look like (I don't know why they ignored this, even in the main quest like with Fiona. You wont even notice her unless you look at her health bar)
-unique and difficult bosses
-Worthwhile rewards such as unique armor, weapons, or crafting schematics with useful special or one of a kind enchantments and a look that is actually unique and not just a recolor of that same trench coat, a significant/useful amount of money, special gifts for companions like the ones from previous DA games (book of Shartan, Antivan leather boots, etc...) and so on.
Things like closing rifts and setting up tents and collecting herbs and rocks for the requisitions officer and battling the companion Ai every step of the way are not fun for me. I find the side quests shallow and not engaging with NPCs that are usually not even named let alone memorable and none of the side quests/requisitions/camp establishing/landmark claiming/etc...has any replay value even if you slog through it the first time. The inclusion of these things isn't the problem for me, there is some of this kind of low grade questing to be found in every RPG, but they are the lowest possible tier and there is an overwhelming amount of them yet deeper, more engaging quests are not included at all. The closest thing to what I consider a normal side quest (not even a great side quest) is the Crestwood undead one but even that falls flat. It had potential but the game doesn't give me the impression that I'm saving anyone. The fact that the interactive NPCs are few and far between and the ones you can actually talk to just give you one or two lines to send you on yet another shallow task makes me think the only reason I killed those generic demons at the bottom of the lake was so that the weather would be nicer. The sad thing is that as lacking as it is, that quest was IMO hands down the best non companion side quest in the game.