Ask the founders or any employee of BioWare with clout and they will say the same thing. The roleplaying is merely a secondary component to what is the larger purpose of the game. Where the roleplay is relevant is by having the ability to choose the choices that craft the story and the more technical aspects such as player progression and a party-based system. That is the extent of the "roleplay" in a BioWare game. Anything beyond that, such as headcanon and the like, is purely additional player agency some of the community wants that BioWare has never guaranteed nor stated their games to necessarily provide. Dragon Age has attempted to accommodate this fringe of the community with varying results.
They have said the story is important, and that the way players experience their story is what they like to focus on, but at the same time, they express that they know and are sensitive to that different players have different things that they love about their games, which are also important.
Gaider: It's like if were were to say "Hey you people who want to know more about the romances and are interested in the romances... hush, hush... the gameplay is obviously way more important." It *is* important...I think that is the majority of our marketing. But when you look at what Bioware actually talks about when we market, the percentage skew is not towards the romances. But there are people who are interested in the romances and that's a totally legitimate thing if that's the most important thing in the game to you--cool!
"Well, there are games out there that have gay characters that don't ballyhoo it". Well those are probably games where you also don't romance those characters so it's not really relevant except in the context of you experiencing the story, which *is* what we are bringing focus on.
This is the kind of game that we make: a game where there are choices that we have lots of different players who believe in things that are more important to them. Some people just want to kill ****. Some people just want to go and romance everybody and have that nice little combat minigame that happens occasionally -- and that is perfectly fine.
https://www.youtube....h?v=4zjJR_VC8aw
The extent of roleplaying to them is not just player directing the story, skill progression and technical whatnot. The roleplaying experience, to them, is about a player exploring what it is like to be someone other than themselves.
Weekes: My main first DAO playthrough was a female elf mage in a romance with Leliana and my first DA2 playthrough was a female who romanced Isabella and I talked yesterday to a straight woman who was really happy playing a male Shepard romancing Kaiden in ME3. So I think it's false to say just because someone does not identify as LGBT themselves that they have no interest in this content and this content could only possibly be interesting to 'the gays'.
Gaider: Well it *is* a roleplaying game.
Weekes: A lot of times that kind of exploration or, you know, going "Wow I wonder what this would be like and what it's like to have this type of relationship as this type of person" that's... that's a really valuable interesting thing for everybody.
https://www.youtube....h?v=4zjJR_VC8aw
And, while I was looking for your source about Gaider saying that the origin stories were problematic, I came across this quote where Gaider suggests that gameplay and choices, ect are important enough to them to sacrifice part of a story:
Gaider: The narrative of a game is not the single most important element. Yes it is important but a lot of times we have to compromise on the story in ways that you wouldn't have to in places where you wouldn't have gameplay or choices or technical limitations.
http://swooping-is-b...om/1286233.html
This is what I've come across about DA2 being human-only:
Gaider: You can still customize your character and choose gender, but the benefit of having the player be a human with a specific background is that we can use hooks from that background in the larger plot. The various origins you could play through in the first game were excellent in introducing new players to the world, but once you completed them their relevance to the larger plot was limited. This is not to say we’ll never revisit the ideas of origins in Dragon Age again, just that in Dragon Age 2 the benefit of a story where the player’s background is integral to what happens was something we wanted to try.
http://www.tor.com/b...nd-mike-laidlaw