And the article also mentioned that the hard work was worth it for that series. Am now curious if the feature is a keen point of interest in GoW4, as it seems to have been accepted.
I'm skeptical that it was "worth it," though. The tone of the article struck me as though it was being covered as an oddity. And even then, the GoW dev notes that dealing with the language was a pain in the ass and they had to compromise their original vision in order to make it work because of the cost of producing cutscenes, as many have noted ad nauseam.
Truth be told, neither Gears of War nor all the other games listed that have apparently implemented some sort of content filter (the extent to which is unclear, but from those named, I'm guessing it's limited to violence - something that seems easier to "switch off" apparently) are very good examples in support of this. They're mostly very straightforward and fairly short, the don't have a lot of branching story paths or option content (no romance subplots). Or they're a dramatically different genre that by its design seems to limit the content you'd come into close contact with (Starcraft is an RTS - I played a good chunk of the first Starcraft 2 game, and the only thing I noticed was violence). None of them are comparable to anything that Bioware might release.
Finally, all of those games already have a license to print money (I mean CoD, for crying out loud). There's no chance that the inclusion of these filters would have made an appreciable difference in their financial success.