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On Fetch Quests.
Fetch quests is, imo, a vestige of early RPGs. Here, you and your companions are alone and adventuring. Along the way you meet up with the local denizens (Skyrim?). You earn a living by accepting quests from them and at the same time you also earn XP points, find treasure... etc. You grow, get more powerful, accept more dangerous quests / missions.... but, in the end... you remain alone.
In the above scenario, fetching, questing, exploring is what you do because you are ALONE.
The Quizzy, on the other hand is a Commander with advisors and an organization at the Quizzy's beck and call. The Quizzy, IS NOT ALONE. So, why the Elf Root hunts? Why the stupid quests that have nothing to do with the main story? This is where the game design failed, imo. It failed because the designers were still thinking of early RPG mechanics.
Mass Effect
My point is that in a Mass Effect game, where you have an organization behind you, where you have access to AI units capable of hunting, searching, exploring and fighting, being tasked with fetch quests is ludicrous. If anything, Ryder must deal with the Big Picture Items and only that. Make the organization work for you and not the other way around.
After all, a good Commander makes decisions and lets her staff workout how to implement said decisions.