TL;DR, add more player agency by letting us opt-out of the story if we want, and let us experiment with alternative solutions to problems in quests.
While a bit off topic, several responses have been about player agency, or lack of, in DA series games, or ME for that matter. There was a lot of discussion about the role of player agency in the context of The Last Of Us, particularly regarding the ending (no spoiler), but my take on that game is, what did you expect? The player doesn't get to make one single moral choice in the whole game (well, without terminating the game then and there), why should the ending be any different?
But that is not true of DA or ME. One of the the selling points of BW RP/action games is that they are all supposed to be about making moral choices. So it is completely fair to analyze/criticize the games on that basis.
IMHO, BW games in general and DA:I in particular haven't quite found the right balance. They tend trade off player agency for better storytelling. For example, there are a lot of threads about how the IQ can't really break bad. The setup is great for becoming the evil overlord of Thedas, but it's not an option, no matter how hard you try. The IQ is stuck in a kind of heroic role, where the moral game is rigged so that no matter what choices you make, someone approves. It doesn't matter that someone also disapproves as well, because either choice is a heroic choice. That means the story never deviates from a heroic arc so that it can resolve in a heroic conclusion. It is certainly easier to tell a story if you (the writers) control all the key decision points.
But it is also a shame and a waste of a great game engine and environment.
It wouldn't take too much additional effort to really open the game up to making choices where either everyone disapproves or everyone approves. Or, better yet, nobody really cares. That's real freedom of choice, to do stuff that doesn't make a difference one way or the other. Like creating 500 rounds of cheese and rolling them off the nearest mountain just for yuks (real example: done in Skyrim).
A close cousin to player agency is emergent problem solving. Every problem posed in DA:I has a pre-ordained, scripted solution. Okay, I see why that's necessary for storytelling, but how about some opt-out alternatives for follow-up PTs? For example, in Whiskered Eyes, Wicker Hearts, how about letting the IQ just assassinate everyone in the palace? Toss in a few Earwig Grenades and lock the doors, just like the IQ jokes with Sera. Or the IQ assassinates all but one of the contenders and the lucky survivor gets to rule Orlais? Let players invent their own solutions to problems. If that means the story gets reduced to a least common denominator, like, the Inquisition takes over rulership of Orlais until the Breach is closed, that's fine. Letting us trade off story for emergent problem solving is a great feature for follow-up PTs.
I hate to keep mentioning Skyrim, but it's the best exemplar we have for how to balance storytelling with player agency. For one, it offers several different stories, not just one. Want to follow the main quest line? Great, go for it. Want to follow the assassin quest line? It's completely independent of the main quest, and you can do a whole PT without ever touching the main quest. Want to invent your own story? No problem. I once did a PT of Skyrim where my character was a wandering blacksmith that ran from fights and didn't do a single quest, not even to help people. I never started the main quest, so other than in the prologue, there were no dragons to be seen, anywhere. I just mined metals and made stuff to sell, exploring the whole region. Odd, I know, but satisfying in a way that DA never can be. I did it as much to try something new as to see if I could define and achieve my own victory conditions: earn 100,000 gold without completing a single quest. And I did.