Howdy,
I'm not sure if any of the hard defenders or attackers of the scaling mechanics really noticed, that DA:I has indeed a scaling system for the levels of the mobs.
It might be a limited system, but it is existing.
Most enemies in the Hinterlands scale between level four and seven (including exceptions like the higher level rifts and some lower level templars/mages). It's a system in wich the level of the enemy depends on the level of the player but does not exceed a specific level that depends on the region and the type of enemy.
This system has advantages and disadvantages.
'Here lies the Abyss' for example has a maximum of level 15 for the enemies and so has 'Wicked Hearts...'. If you play on NM and want to be close to the enemies' level (perhaps because you like to refrain from crafting the best weapons and armor but instead like to play more tactical and want to use the potions) ypu might face a dilemma:
Even if you start one of the quests close to or at exactly at level 15 you might be overleveled for the second quest.
The plotline and the possible acess to several areas of the map do not allow the player to be constantly in a range in wich the player's level and the level of the enemies are congruent. Ignoring the fact that a completely new player does not have the information about the soft-level-scaling and the specific level restrictions in the areas here comes the next dilemma:
Even if you have adequate information about the game-nechanics you are either forced to leave or skip certain areas (including quests, lore etc.) in order to keep a balance in your level and the level of your enemies or you are forced to overlevel yur enemies because you want to do the quests, read the lore and scout the area.
From my point of view the system that was chosen by the developers is suboptimal due to specific reasons. It is neither level-scaling or no-level-scaling in fact it is a rotten compromise.
No level scaling would more or less require a game where the player's hands are hold very tight and/or or the gameplay is quite linear. This system of linear gameplay (with more or less free decisions within a limited number of quests with a sequence that can be decided by the palyer) can be combined with carefull soft-level-scaling (has been done quite good in ME 3 as far as I remember; DA:O had similar system but did not really give any hints which of your allies you should gain first). DA:I does not give any hints (except for the main-plot-missions) to the players and in this wwy kind of forces the 'Less content / unbalanced battles'-dilemma.
Level-scaling requires a sophisticated system of skills, equipment and attributes for both players and enemies to neither frsutrate nor bore the players. In an environment in which the player is more or less allowed or even forced to skill his character as he prefers instead of following the minimax-principle it is very difficult to find this sophisticated balance.
DA:I is a kind of hybrid between open world and linear gameplay and so the scaling system is a kind of hybrid as well.
Regarding my experince in the game the system crosses the edge in either one way or the other in the process of playing it. At the moment I'm playing on NM (as a mage with no specialization, simply because I don't like any of them and therefore I'm playing an elemental mage with 2 Spells of each school + Barrier + MotR in the bar) and I managed having a balance between exploring and the enemies' levels so far. When I started 'here lies the Abyss' I was slightly overleveled.
But now I am up to explore the Exalted Plains and fighting becomes very boring.
I wish the developers would have better reviewed their idea of soft-level-scaling.
Maybe a soft scaling in the areas as they already did (i.e. as a general rule the level of the enemies has the same level as the player has), but after reching a specific level (maximum level of the specific zone) a soft-cap that is related to the level of difficulty, i.e.
Nightmare:
Enemy-level = player-level + 2
Hard:
Enemy-level = player-level + 1
Normal:
Enemy-level = player-level
Casual:
Enemy-level = player-level - 1
(Theese numbers are just examples, don't hit me because I used a specific number).
Combined with the differences in health, damage, AI-behavior etc. this might be a system that grants players either the feeling of gettijng stronger or of still having challenging battles depending on the difficulty-level they are playing.
Just my 2 cents
Cheers
Dex