I'll agree that I can't think of any NPCs whose interactions were particularly memorable (nothing to match the greedy merchant in Lothering, who was especially well done), but then I think that was a short list in DAO as well - and I don't recall any in DA2, either. NPCs are not generally interesting, to me. I like characters I get to play. Characters I don’t may as well not exist. This was my criticism of Mass Effect - all of the characters felt like NPCs to me (even Shepard), so they may as well have been cardboard cutouts.
And now that I think about it, the reason I remember the Lothering merchant so fondly is not because of his personality, but because of the roleplaying opportunities he provided me. I like First Enchanter Irving for the same reason. But in both cases, I think the roleplaying freedom I was offered in those NPC interactions stemmed primarily from having a silent protagonist. So that they didn't arise in DA2 or DAI isn't surprising, and to me has nothing to do with the scope of the game.
I guess I just don't find NPCs interesting for their own sake. Take the tavern in Redcliffe in DAO. There were a bunch of conversations to be had in there, and I barely remember them, because thw choices they offered were not interesting to me. When the Keep asked me how I handled Bella, for example, I had no idea who she was.
I, too, don't find NPCs, including companions, as the end-all-be-all of RPGs, either. However, just as you state, the ability to interact with them and be invovled with different choices is a huge part of being able to roleplaying and develop your character.
The Lothering merchant is an interesting morality exercise in how the player views the world and what is considered fair and right during moments of crisis. The options the player has can allow for a wide amount of reasons, solutions and reactions to how the event plays out. And this was all from a "quest" that doesn't even make it into the player's journal.
Meanwhile, if this had been DA:I, it would have been a quest about killing six yaks to feed hungry townspeople, with no dialoue choices and zero variance. And been completely forgettable because of it.
Chess is a fairly simple game. The rules that govern each piece are easy to learn. But they key to playing chess well is using those pieces in combination attack, and that's much harder to learn.
I think DAI works similarly. The progression for any given character (or class) is fairly straightforward. It's easy to learn what the abilities do or how the prerequisites work. The complexity arises from the interaction between abilities and passives across characters. When you choose an ability or passive, it's greatest impact may not be on the effectiveness of that character, but of another.
This would be even more interesting if the game were more challenging (I just killed the end boss using basically 2 abilities), but even without the need to learn this the opportunity to do so still exists.
Yes, but I didn't indict the combat system, merely its encounter design. Encounter design suffers when you make a system that caters to totally disparate forms of play, as you can't know if a player will micromanage their party to the highest level possible and be able to mitigate things like AOE Attacks or particular resistances or if the player is just going to go in under a blaze of Awesome Button mashing glory.
The result is encounter designs catering to the lowest denominator, with minimal class optimization and no unit micromanagement as the standard assumption. It COULD be deeper, but then it would be too complex for the people who want to play a particular way. That's a deficiency of trying to keep the scope of your system very broad - it is not able to leverage its best strengths in either capability.