Warning: Big wall of text bellow.
The thing I see with your other statements is they have a subjective quantity. I never felt that Origins had that many outcomes for I don't count having a different line of dialogue at the end of a quest to make it a different for there isn't a consequence in the game. For me there are more outcomes present in Inquisition for you have the quests that involve Agents and the different outcomes you can get with those or the different quests based on the different Inquisitor Origin or Inquisition Perk you purchase.
They have different outcomes, and you have different ways of solving each quest. Did you read my previous post giving some examples? Cammen and Gheyna's quest alone can be solved in 6 different ways. Persuade Gheyna to give Cammen a chance, you can give Cammen a wolf pelt and persuade him to claim he has hunted it himself, you can convince either Gheyna or Cammen the other one hates him/her, you can seduce Gheyna and tell Cammen, you can persuade Cammen to sleep with you and tell Gheyna or you can convince Gheyna that Cammen thinks he will bed her soon, leading her to slapping Cammen. Yes, all of those choices either lead to you bringing them together or apart, but they do end in a different way, and it's not just "a different line of dialogue" not to mention that you have a number of choices that allow you to shape your warden's personality and depending on how you complete the quest, the entire clan will react to you differently.
All DA's sidequests rarely have an impact on the world/story, they are there just for you to have a bit of fun, that's why they are called sidequests. Sure in DAI you can recruit agents but all that does is give Leliana, Cullen or Jophie a 10% (or 5%, I can't remember) reduction on the time it takes them to complete war table missions. I don't consider that as a consequence. I honestly don't know what you mean by "and the different outcomes you can get with those", there are no different outcomes, you either recruit the agent or you don't. And "or the different quests based on the different Inquisitor Origin" you must be talking about the war table missions, that's hardly a sidequest, it's just text.
And my comment is about the disproportionate investment. Yes, Sera and Viviene have investment comparable to, say, Wynne and Zevran. Except that the Sera, Viviene and Solas quests are the exception in DAI, not the rule. And there are more characters over which these resources are invested in.
Except Zevran doesn't even have a proper sidequest. His "sidequest" is when you encounter the Crows and he can either stay with you or betray you, I think that's pretty important because there's two possible outcomes from that encounter and it's not the same as, say, Solas' quest which doesn't affect anything.
No, it's not missing the point. You have some ridiculous subjective affection for the character; I get that. Some people have ridiculous affection for Scout Harding, despite the fact that your conversations are paper thin and she exhibits, in my view, nothing that really constitutes any character. That's all subjective - it's not a sign of some preeminent or masterful quest design that somehow Bioware dropped in DA:I.
Lmao, I don't even care for Dagna. Yes, she's cute and all, but I don't have a "ridiculous subjective affection". I mentioned her as an example because like it or not, she is one of the most memorable NPCs in the DA games. Just like Scout Harding in DAI. (except Harding isn't exactly a quest giver like Dagna, she is a regular character on the game.)
DA:I and DA:O have comparable NPC interaction. But a lot of the NPCs you can interact with in DA:I aren't necessarily quest givers, and that dialogue is spread out over a great deal more characters.
Are you serious? Just how many NPCs you can talk to in DAI that aren't quest givers? (and even the quest givers you can only say things like "what do you mean" and "goodbye" you can't even ask questions about the world or anything). In DAO in each location you have so many NPCs you could just talk to and ask a bunch of questions. You get to Ostagar you can talk to the merchant, an elf servant, several guards (at least 4) and soldiers (like the Ash warriors), the priest, the healer, and I'm sure I'm forgetting someone. Then you get to Lothering you can talk to refugees, a farmer, templars, soldiers, priest, bartender, and you get encounters like the doomsayer and the merchant charging prices too high. In the Dalish camp you can even sit by the fire and talk to the elves and ask them several questions. You get dozens of little encounters/interactions with NPCs in each location. I honestly can't remember a single one in DAI, apart from one line of dialogue with the healer at Skyhold maybe.
The actual design of the quest - fetch something for someone, or kill something - is completely identical across both games. You have no novel or clever or even experimental gameplay in DA:I at all, and you didn't in DA:O.
The finding the ring off a corpse quest doesn't become better designed if you could also sell the ring or forge a magic item out of it. It's still a stupid fetch quest. But it feels subjectively better because there are multiple resolutions.
In DAI you barely have any quests that involve actual people, and interactions with those people. It almost always involves finding corpses or objects, or kill something.
Finding a ring could be better if let's say, you would arrive at the spot where the templars were and you would find them dead and the ring is no longer with them. Then you would have to try and find who took it and you would found out some refugees stole it to sell it and buy some food. Then you would have the option of letting them keep the ring or ask for the ring and give them money, or be a dick and just take the ring and leave them without nothing. Then coming back to the widow, if you didn't have the ring with you, you could lie saying you couldn't find it, or tell the truth. I'm not a writer, so that was a terrible example, but you get my idea, right?? There's always something that could be added to these quests that would make them so so so much more than a mere fetch/kill quest.