I don't agree with him but it is arguable that the changes in ME2 were not just for the sake of change whereas many of the changes in DAI appear ill thought out and even arbitrary. I could imagine that many of the changes to DAI I dislike were in fact due to the move to the FB engine but given BW's refusal to discuss the changes at all we are in the dark.
In hindsight there is something of a direction from DAO to DA2 to DAI but given the roots of the franchise it is for the worse. There was no need to continue making changes in the direction they have after DA2 and indeed their statements on DAI during development were that they were reversing direction somewhat, statements that have been proved to be false.
That is just semantics, the intent of the video is clear and at the very least it is misleading rhetoric intended to placate a specific demographic and the devs involved should be ashamed of themselves. Plus Laidlaw is making a habit of doing this, he also engaged in similar rhetoric for DA2.
The changes from ME1 to ME2 were there because the develeopers were not happy with the system in ME1. That is probably the reason for the changes from DA2 to DAI. I didn't like the changes, I mostly preferred the system from DA2, but I also don't consider it fair to indicate that the devs made changes just because.
The thing is that, to me at least, it seems that the fallout for DA2, partially justified, partially not, was so big of a hit for the development team that they went out of their way to basically distance themselves from every design decision made in DA2, which was a shame because there a lot of good decisions there. In a way the DA development strikes me as a little bit more uncertain than the ME team, which stuck to their guns with their system than continued to develop it to ME3, which is still to me the best encounter system that Bioware has ever developed. I am not completely convinced that DAI is even what they are seeking for, but I do still argue that the central theme they are after in it is visible in the evolution, I just personally think it is far too influenced by loud voices from the outside.
And I dsiagree with it being just a semantic issue, it is actually a really important distinction. The PC system does rely a lot more on the tactical menu, the problem is the map which doesn't really work ideally for that system and the skill system, which is essentially built to be interactive instead of tactical. The map is because according to Laidlaw, they would have had to built two maps for each level in order to have the tactical map ignore the terrain, something they did in DAO which was apparently a huge resource drain. The skill system was a part of their approach, which I cannot stress enough I didn't like, but I understood where it originated from.