While commenting on an excellent point, makes an excellent point as well. But couldn't one argue that this is the POINT of side quests in general, simply to extend the length of the game? From that basic idea then you add in objectives and tie it to the story in some kind of meaningful way. Or do you start with some story tie-in and build the quest on top of that idea?
So the question really is, do you feel that Bioware designed these side quests simply as story filler so that their game isn't a 30 hour game, or are most of the side quests meant to add something meaningful to the story be it by fleshing out history, lore, or perhaps showing you something that you otherwise wouldn't have seen(The quest when you learn what Corypheus plans for Calpernia comes to mind)?
Food for thought.
I think the easiest place to start is to take Mike Laidlaw at his word that the side content was designed to contribute to the feeling of building the Inquisition into a major power. And I must say that even if the side content sometimes failed to be interesting in its own right, in this function it almost always succeeded. By the end of the game it is entirely believable how influential the Inquisition has become, because you've just served as the Inquisition's spearhead for the entire game; whether it be restoring order to zones through Keep conquest, camp establishment, closing Rifts, or supporting refugees, or whether it's the War Table and making political alliances and economic transactions. All of the side content works magnificently as a way to justify the narrative conceit of the Inquisition's rise to power. It's just that there are rarely interesting characters to accompany these side quests, and that's kind of what BioWare is known for.
To be fair to BioWare, Dragon Age 2's side quest structure wouldn't make sense in Inquisition. You'd have 20 side quests in the entire game spread out over all these large zones, and almost by definition they'd have to be big-picture quests where the Inquisition resolves a dilemma within the area and thereby becomes the domininant power within the region. That sort of progression for the Inquisition might be more interesting on a character-level, but it's less believable as a story about the Inquisition. You'd still need all the fetch questing and minor ways of conquering the zones, and having both does not appear to have been feasible within Inquisition's budget. I hope that with the engine work largely done now, they may have an easier time filling the zones with both types of content.