I had the more personal quests in the companion content. I had the contextual present quests in judgements and places like Suledin Keep. I then also got puzzles to solve in the Astrariums, historical revelations, contextual information on how the world is faring in the face of these conflicts through realistic methods of discovery, and then the management of a massive organization through the war table.
What were these methods of discovery? In the vast majority of these quests, the quest giver is either a note left behind or just a quick "I need something" from an NPC. There's little personal appeal to be found. Ambient encounters like the dragons offer even less to work with.
I'd be more inclined to believe that you're managing a missive organization if, like you said, the War Table missions had more connections to events you physically participate in. I'd actually be happier with it if the War Table missions connected with each other more. Precious few of them had overarching narratives to latch onto. Most were small, isolated incursions that amounted to little more than flavor text and a slightly amusing anecdote. Pillars, again, managed to create a more palpable sense of ruling by actively engaging the player in the politics of their lordship.
I might agree with you about the Astrariums if the quest wasn't repeated 12 or 13 (maybe even more) times. It's a nice gimmick that oustays its welcome, and honestly seems more "gamey" than other gameplay. More importantly though, what are the context of these puzzles? Why are we connecting lines together to solve them? The connection to Tevinter is intriguing, but I would have liked to participated in a more complex arc that was more than puzzle (3x) -> reward.
The judgements were one of the few things that DA:I did quite well, but they were in the tiny minority of DA:I's quests, and mostly acted as epilogues to other (usually quite straightforward) quests. What I would want is the essence of these judgement quests to be diffused through every mission, no just added on top of a few. I really enjoyed the personal narratives presented to us as well choices we were given at the end. Ideally, this kind of design could be stretched over a more complex plot that unfolds over the course of a quest rather than be sequestered to a single conversation.
And this is before taking in to account I create the character. I decide what to wear, how to act, how the interior and even some exterior portions of my headquarters will look, and what my characters feelings are. I'm not told this. I'm not locked into just being one character that is the same thing in every run that you can ever play.
We're not reviewing these games here. I don't care how much roleplaying freedom you have in DA:I, that's not what we're talking about. We are talking about quest design, and unless you think that DA:I's extra roleplaying freedom precludes more complex side narratives. Of course, that's demonstrably false given Pillars of Eternity.
The more personal, intimate, and contextual content is in Inquisition. The variety is there in Inquisition. And the breadth of roleplaying is there in Inquisition. But then, reading how you can just drag and drop these quests into another game and they magically work is sort of telling me all I need to know about your viewpoint... if you only mean the STYLE of all these quests, then obviously. Same thing for the witcher. You can drag and drop any Witcher sidequest into any RPG and it works (because it has been done before). If you mean straight drag and drop, then you clearly just didn't pay attention to how these quests actually did integrate specifically into the world. Especially considering there is more than one type of side quest in Inquisition.
No, you can take the situation of "a woman lost her ring to some ruffians" and place it in nearly any world without any extra justification. Hell, DA:I had the quest twice. The situations in Pillars, however, (I'll refrain from talking about the Witcher because there's apparently no way to have a level-headed discussion about only a few of its mechanics) not only involve characters with deep histories and unique problems, they also just have interesting narrative arcs. For example: a woman in a village asks you to get her a potion to save her child from a soulless birth (a problem the whole region seems to be facing). A plain and simple fetch quest, but from the outset we're dealing with a problem that is unique to the world of Pillars, and one that is fairly unique by itself (you don't often deal with issues of miscarriages). What does a woman losing her ring or a man needing some meat say about the world of Dragon Age? It says the Templars are jerks and war sucks, but those, like I said, are just base archetypal traits. They have nothing specific to say, nor anything particularly interesting about any party involved.
But Pillars' quest doesn't stop there. Once you get to the herbalist and do a favor for her to get the potion for free (the favor itself is related to the politics of native tribes), she tells you that the potion isn't magic and may not actually save the quest-giver's child. The plot thickens. Indeed, the plot actually gets more more complex as the quest progresses; it doesn't just end after the item in question has been found. This is what DA:I or any other game with poor questing is missing: an intriguing narrative. It doesn't need to be big, but there should hopefully be some sort of evolving story arc to keep the task at hand from seeming like just a task. If I'm told to find a ring, but discover some deeper relationship between the quest-giver and the Templars (or whatever else), I'm not going to think much about how boring it is to ferry around this macguffin.
To top this tiny quest off, we're given a choice: tell the quest-giver the truth about the potion or lie. If you want to talk about roleplaying freedom, this is roleplaying freedom. I can't think of more than a few of DA:I's quests that actually give you choices at the end. The extra roleplaying freedom starts and stops at: "I want to help/I don't want to help," and that's just kind of boring. Those choices aren't even that nuanced. What fun is it roleplaying a character when I'm rarely given choices that I need to chew over?
Your opinion on the Witcher v Inquisition quests are not fact by any stretch, no matter how many people keep screaming it. You like it. Good for you. The Witcher bored me in almost everyway possible, including those repetitive quests. The only redeeming moments from that game (and mostly franchise as a whole) was the drinking scene in Kaer Morhen, the attempt at actual complexity in the Baron questline (not really a sidequest by the way), and Gwent. But do you find me on CDPR forums continually screaming that they need to be more like Bioware and feature puzzles, and companions in a party, and a character creation screen with a better combat system that allows for a variety of playstyles? No... CDPR and its fans can have that franchise and enjoy it for what it is. I will just avoid it and hope to whatever gaming gods there are that Bioware does not bow to the pressure and put out a game like The Witcher....... that would be a disaster.
No, you're ignoring the substance of my argument. You seem incapable of engaging with only an isolated aspect of Witcher's design. This isn't an opinion thing. This is a "most of the quests in Pillars (and yes, The Witcher) have things that most of DA:I's quests don't " thing. You can like or not like a game in spite of this, but I don't see how the addition of unique premises, deeper characters, evolving narratives, and extra choices could be a bad thing.