I'm happy for you, I truly am.
I have nothing against seamless integration of LGBT into a good story, but I don't think it's the job of a video game and an RPG at that, to preach about "social justice" or to become some kind of a disconnected bastion of tolerance, equality, diversity, rainbows and unicorns.
Why? Because it destroys any kind of suspension of disbelief for reasons that have nothing to do with the story itself or any in-world elements.
(which is why people like to reffer to it as "pandering")
An example would be the sudden Qunari paradigm shift, that was seemingly tailor-made to accommodate Krem. (I actually like his character)
I have nothing against gays and their rights, but I have everything against preachiness and condescension.
Actually, games and RPGs are a great way to talk about "social justice", political, social and cultural issues, because the worlds they create are often a reflection of our own world and more importantly: we, the players, can actively interact and influence this world in a way that may not be possible in the real world or might show or put us in a perspective we couldn't have experienced in real life.
The fact that many people feel so strongly about mage rights and all have their own unique opinion about the variety of cultures in Thedas, which is all inspired by real life events, only shows that games can spark important conversations and make people think. And games have the ability to tackle these conversations on a different (more detailed and deeper?) level, because players can make world-changing decisions and watch the world and it's characters respond to that decision. The discussions that rise from these "fictional" problems can teach people valuable lessons with similar, real life problems. Additionally the "fictional" problems do not weigh as heavy as our own reality, thus people may find it easier to talk about. They can go back and rectify mistakes they may have made after they realize they were wrong, in real life you can't.
And they're also a great medium for escapism, which is one of the primary reasons why people play video games, especially RPGs. Creating a "some kind of a disconnected bastion of tolerance, equality, diversity, rainbows and unicorns" could be vital for the mental health of people struggling with reality. It could give them that confidence boost or that one safe space where they can go, calm down and tackle the world with renewed willpower. It could give them a goal or an ideal of the world that they can strive and fight for. Heck, it could even go as far as to give them a reason to keep going and not commit suicide.
The fact that people can find mental strength, safety and security in video games that their direct (toxic) environment may not give is something that should be celebrated and treasured.
And if that is at the cost of suspension of belief and consistency I'm more than happy to sacrifice that. I mean, if I want a good story I go read a book or watch a movie.