I'm sorry but I just don't get what you're saying at all, maybe I'm misunderstanding you.
For one, I don't see how the plot was rushed.
I also still don't get the whole "sidequests were too much in TW3" thing but well... opinions, I guess. The only purpose of DAI's sidequests is for you to gain power (which is just a number) to unlock main missions. It doesn't matter which and how many quests you do because the Inquisition will always grow and people will always respect you no matter what. In TW3, it's the main quests that motivates you to explore the worlds because you have to go to all these different places to do them, so you can come across the sidequests easily. And the reason for you to do said sidequests? Well, because you're doing your job as a witcher, killing things and helping people while gaining some money in the process, that's a good enough reason to me.
I have no idea if you're actually suggesting TW3's sidequests are the same as DAI's sidequests in terms of consequences and impact on the world, but if you are, I wonder if we played the same games. There are tons of quests in TW3 where your decisions matter because later on you'll face the consequences (good or bad) of your choices. Some consist of a small cutscene while others have an impact on a bigger scale. That never happens in DAI. Even sidequests such as bring food and supplies to the refugees mean nothing because nothing changes if you do or not those quests. Meanwhile in TW3 there's the abandoned places that you can clean up (from monsters/bandits) and people will return to them which grants you access to merchants, new quests, etc. And that's just one small example of the impact your actions have in the world. In DAI, you can close how many rifts you want or just leave them open forever, nothing will happen.
I will agree about the recycled faces, it can be a bit weird but it didn't bother me that much because I'd rather have in depth sidequests with recycled NPCs than having all these different NPCs and shitty sidequests.
I felt the plot was rushed because things kept happening with little build up. Several side-quests had a bit built-up during the first two acts, but then had epic conclusions that didn't felt very earned to me
The execution of the power mechanic was horrible in DAI, but I repeat, gaining power kind of made sense. In the Witcher 3, you actually see the Wild Hunt several times (they attack you and two villages), so it was weird that the story-telling forced you do lengthy main quests that had little to do with the Wild Hunt directly. The quests were interesting, but it completely removed the sense of urgency, which is also why it technically made little sense to do side quests, as that completely removed any urgency. Not that it doesn't make sense for Geralt to do side-quests, Witchers help people, but plot-wise it's nonsensical.
Regarding the quests, I am not criticizing the consequences of the quests, which were far more impactful than in DAI. That was great. But the most interesting quests were most of the time not discovered in the world, but given by important people, e.g. Keira Metz, Triss, Crach an Craite, etc... Those were also the one's with the most important consequences, regarding game endings and consequences for the world. Now are they that different from the companion quests you have in the Dragon Age games? Not really. Consequences and scope are different, but the system is the same. Now additionally to these "character quests", the Witcher 3 has side quests that can go overboard at times, because there is so much to do and the topics tend to repeat, but the amount of content is great
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The thing with the recycled faces was confusing to me: I saved the "same" merchant at least 3 times (he even had the same hair cut), saw the chamberlaine of Emhyr 5 times in Velen, Novigrad and Skellige (different hair cuts didn't distinguish them because the hair color was the same), played the same merchant and so on, which generally would have been fine. But during the "Ladies in the Woods"-quests
. That's why the repeating faces were a little more annoying than usual in RPGs, because most of the time you saw the people twice and not just once for one little quest.