Not only does that assume that the Main Quests are any better (they are, but only by virtue of not being as utterly banal as the side quests - very much a 'least worst' option), but its depressing beyond words to think that someone is suggesting that ignoring most of the content in the game could be any kind of solution! To quote the OP, I just don't get it. Is it so wrong to want side quests and narrative content that makes sense, and which is actually fulfulling rather than just tiresome busy work? What are all these interesting side quests that you seem to be finding? Please, enlighten me because I sure never found any!
And if they aren't pointless, then tell me, what are they for? You have just admitted they aren't necessary to access the main quests. So what else do they do? Nothing. I had hundreds of points in Power by the halfway stage, and nowhere to use them. So what was the point of doing those quests again? The sheer joy of doing the quests themselves?! lol!
The whole premise of the game does not make any sense. Even leaving aside the 'You alone of all the people in the world can seal the rifts', you would not send such small groups out into warzones, unless they had specific training in that field (i,e they were scouts). The bulk of the 'missions' you do in this game, are things which your scouts and soldiers should be doing. And if not for the unique aspect to your character, the thing which makes you actually indispensable (because again, this is the *only* way to close the rifts), then yes there would be no reason why you couldn't occasionally do some of this work yourself (Fable 3 for example, had your King or Queen embarking on small excursions and quests from time to time).
But that simply could not be an option for your character under the narrative restrictions the game has set. Your presence is required, but only to seal the rifts, and they would never send you in such a small group. You are simply too valuable to risk letting you roam free just to let you stretch your legs. There is *no* chance they would let you do that, because if you die then the world is doomed, because of the silly narrative cop-out that they enforce on you in the intro to explain why you are given such authority and are so special. You would under be 24 hour guard, both in the field and at Haven/Skyhold etc. The world's safety depends on it - you could not simply go roaming about as happy as you please with only a couple of guys. It would make absolutely no sense at all, and if the enemy couldn't defeat you under those circumstances, then it would be his own fault!
A small group will eventually find itself ambushed and/or overwhelmed if you keep visiting such dangerous places. It happened to the Warden at Ostagar, it happened to Hawke and co when they were blindsided near the end of Act 2 etc, If that happened to your Inquisitor, it would be GAME OVER for the world, There is no way that such a risk would be taken. So whilst the rifts obviously need to be sealed, they would not send ypu alone or in such a small group. Nor would they allow you to go assaulting Forts on your own, or tackle High Dragons. Not when they have soldiers who could come with you, and are usually just a small distance away anyway!!!
To be clear, I'm not saying this is how the gameplay should have worked. I'm not blind or stupid, and I know that wouldn't work at all. My point is that the narrative they have set up, the mark and its status as being literally the only hope for resolving this situation, demands that the game would have to work like that. That evidently would not be acceptable to enforce in game, because nobody would want the game to have you constantly surrounded by about 15-20 guys, with units of archers and such lurking nearby as reserves - yet that is how it *would* be. You'd feel stifled, crowded, there would be no party intimacy or banter, and its just completely not what people want from a Bioware game. Yet to not do that, is to completely fly in the face of the narrative they have set up. They simply could not let you attack Dragons unaided, or charge into enemy forts and encampments. Its nothing to do with not believing in your skill as a fighter - they simply couldn't take the risk, when its literally the world that is at stake!
Ergo, the narrative was flawed from the very start by pushing that ridiculous Macguffin 'This is your VIP pass' nonsense with the Mark. It created more narrative problems than it solved. Because there is simply no way they could risk sending you out with anything less than a full complement of soldiers, to close the rifts and then march you straight back again. It would be too dangerous to do anything else, when there was no reason to do so. Its just common sense anyway that if they want to close the rifts, then sending more than just 4 guys would probably be a good idea. Who knows what or how many demons will come out of each rift?
And again, if they hadn't made you the *only* person who could do it, the one who cannot be lost or else, then it wouldn't be so bad. Because then you could just make the 'Oh we'll be fine, we know what we're doing, we;re the best of the best etc etc' excuses. But under the narrative conditions they have set, it doesn;t work. The disconnect also between you having soldiers under your command and never being able to use them is also jarring. Areas like Crestwood, The Hissing Wastes, The Western Approach, Emprise Du Lyon, these areas should all be prime targets for you to move units of soldiers in to secure the area. Yet bizarrely you don't, choosing instead to simply set up camps, then tackle all the enemies yourself.
Send people to defend the village? No, why bother? Have them help you lay siege to this Fort? No, the 4 of us will just walk through the front door and take the whole place by ourselves! Even when you have a camp of soldiers *right next* to the place!
The game's various aspects from the actual gameplay, to the overall narrative, and you supposedly being in charge... it just doesn';t hang together. Everything feels loose and badly connected. When you;re in the field, it just feels like you're a regular band of wandering adventurers who are on your own, at base it feels like you have suddenly become some kind of King, throne and all, You do side quests with no substance to get Power you don't need, You do operations to get Influence which doesn't actually give you any narrative influence or make any differenace to anything, The best thing I can say about that is at least I enjoy doing the War Table Operations, because whilst they don;t have any consequences, you can at least head canon that they do!
This game was a decent first attempt. But for all its lengthy development time, I still consider it to be at least 2 years short of where it needed to be. The bare bones of a good game were there, but it needed flesh on those bones. It needed going over again and again and again, beefing up the narrative, the connection between characters, giving more substance (and some cases any substance at all) to the quests, both side and Main.