The question is specifically about Legion's loyalty mission because it perfectly shows what I'm asking for more of: A scenario where you are offered two choices where neither is the best answer and neither is a wrong answer.
Tali's trial on the other hand perfectly shows what I didn't like: A scenario where you are offered three choices, two of which are equal but different and the third is superior to the others.
I'm not asking for the "best" outcome to be more difficult to get. It would be more accurate to say that I am asking for the "best" outcome to be removed entirely from more choices in the game. There is no work or difficulty involved in making a dialogue choice, but it does make it more interesting if that choice doesn't have a "best" answer the majority of the time.
I have no idea where you're getting this idea that I think players should be working for anything. I play insanity because I enjoy the difficulty and that is all I need. I shouldn't get anything extra just because I played the game on a higher difficulty. The only thing I could ask for is that insanity in ME:A be a little bit more difficult, as I felt it was too easy in Mass Effect 3.
What do you say to the best outcome being available not through a persuade option but rather through making a series of prior choices? For example, for Tali, you have to save Kal'Rheagar and Veetor and incite the crowd?
It seems to me that if those other options have their own negative consequences (for example, sending Veetor back gives you less intel on the collectors at a crticial moment, or saving Kal'Rheagar requires you to abandon pursuing some Intel on the geth that might have some other useful purpose) it seems like having a "best" ending for this quest is OK.
Ultimately my issue is this: when every choice comes down to a binary between two unsavoury choices each with their own pros and cons the whole thing starts to feel artificial.