I don't really understand, you could choose to agree with TIM, you just had to kill him regardless because he was threatening you.
At the end, sure. But earlier in the game, Shepard was required to distrust and even oppose TIM.
And I disagree with your assement. They player always knows the extent of their options when they're given a choice; it's all on the wheel.
The wheel may as well have been labelled A, B, and C for all the information the options provided. The wheel was obfuscatory at best.
That may mean that they're working within certain parameters of a character (much like how one controls Geralt in the Witcher), but the options are quite clear.
They were not clear.
I agree that ME3 went too far with the railroading, but done well and consistently, mostly static narratives are perfectly valid in games
Offers, but doesn't necessarily need to provide. Stories in games can be as static or dynamic as they want and still be good in the same way that poetry doesn't invalidate prose. It's just a difference in structure.
You're free to dislike more static stories in video games but you can't make an objective statement that "static game stories are bad."
Static game stories are bad for roleplaying.
I don't even concede that roleplaying games are games. Final Fantasy and MGS can get away with static stories because the players don't expect to roleplay. But in a roleplaying game, a static story is ruinous.
OK, good. Those were the characters that kept you attached to the narrative.
Considering how much you dislike semi-static narratives, I think it's a testamet to how well developed those characters were that they kept you invested in the trilogy.
They didn't, though. I abandoned ME after ME2 (when it was clear the devs had no interest in making a game I wanted to play). I only just tried ME3 last month to see why people hated the endings so much.
My conclusion, incidentally, was that the endings were fine (good, even), but the rest of the game was awful.