Yeah, the tone was too dismissive overall, agree there. The romance and positive sexuality was definitely much improved, but overall, the setting only felt dangerous or gritty (not grimdark, gritty), at maybe three or four points in the game. It did go way overboard in its assurances of social responsibility in text, but it was basically no different from DA2 in that regard. It's the best in the series in terms of taking the subject matter seriously, but it also handles its audience with kid gloves in other ways. I still thought the setting was on the whole handled much better than DA2, which treated everything it touched in cartoonish fashion. The root of the problems this time, I think it's the general lack of cohesive story content across the zones. And yes, "story content", not superfluous flavor text, which is where most of the codex falls. I thought the codex was very nice this time taken on its own, but it's like candy sprinkles on a cake. The candy sprinkles don't substitute for the lack of an actual cake. Having ongoing wars as a major part of the setting, it was weird and numbing to spend 90% of the game walking around ignoring everything, basically encountering no more than the occasional abandoned battlement or a few angry widows. People mention Witcher 3, and it certainly accomplished the stronger setting, but I honestly don't think it was all that much better at making the setting relevant. It was primarily people milling about at border crossings. It did confront you with much harsher circumstances through a few events. The main takeaway there is all about side content. In W3:WH, side content was well presented and impactful; in Inquisition, those events are relegated to vaguely referenced codex entries and some random combat.
OP, let me respond. Citadel is quite possibly my favorite thing BioWare's ever made. Yes, its activity (TONS of it) wasn't tightly on point and goal driven, but that's the point. These things are long and in many cases often tiresome odyssees comprising at minimum dozens of hours, taking place over months and years of in fiction time. Without all that "fanservice" character development and interaction, they can turn into soul sucking vampires without a drop of fun to be had, for hours and hours and hours at a time. I remember going at one point over fourteen hours without a single acknowledgement of my Shep's relationship with Liara. Just ho-hum. And I actually came here to the forum thinking my game was bugged, fully expecting to be told there's a patch coming, and I was gonna have to start all over from scratch because my playthrough was just screwed and I didn't have a save far enough back for the fix. If I'd had Citadel at that point, I'd've had Shep's apartment, and those (great) extra character building scenes, and that point of nearly quitting the game for lack of story progression never would have happened.
Yes, story progression. Story is not limited to 'things progressing the main plot or addressing thematic motifs'. Motifs, because most of that stuff is colorful background noise, that just routinely pops up in dialogue or codex entries, but never goes anywhere, ever. Characterization, by itself, no excuse required, is story. Most of the great dramas out there are 99% characterization. Characterization is the meat of any good story, sparked by conflict and reflection and inflection, not the other way round. Why do you think Walking Dead is such a huge smash hit and critical darling? Because it's all about character and interpersonal drama and relationships. It's the Zombie show that's not really about the zombies. It's always about the characters. If a book or a movie or a game treats its characters like 2D theme cutouts, i.e. flat, i.e. pretentious paperdolls, it's not a very good piece of work. DA has kind of fallen into that a little too much the last couple games. Thankfully, there are all of those non-thematic, non-plot tool banters and scenes to give the characters some life. That's why things like the card game and the romance stuff are some.. well, most of my favorite scenes in the game. That's the lifeblood.
Inquisition, as it is, is like 85% tedium; that's why it desperately needs dlc 'like Citadel'. 'Like Citadel' does not mean 'everybody shows up' like Dragon Age All-Stars. It means all the companions, advisors, and Harding get like three or four personal scenes each, we get to renovate Skyhold, we get a working arena of some kind with unique challenges, we get another big group party/event of some kind, we get a crazy self contained questline that involves the entire group working cohesively at some point, and somewhere in there we get some bit of comic relief. Also, Citadel had an awesome funeral included. That's exactly what Inquisition needs. Lots and lots of highly relevant, impactful, varied and character centric content that covers a ton of missing bases in the main game. That's what Citadel is.