Witcher 3 did open world well. DAI did not.
Bioware needs to play to its strengths, and the strengths come in directed storytelling and companion dialogue. Not in fetch quests with little impact on the world.
The Astrariums were fun, the puzzles and codex entries were well done. The stupid skulls and requisitions were not. More importantly, the world should not feel devoid of life, which it did. It was way too large empty spaces, with side quests that had little impact and possessed little gameplay value.
I want to add that the whole Gears and Gates in Descent were certainly not fun for me. Spent far more hours than I should have on them, and they truly had little story impact. Still to this day I wonder what was the point of even reclaiming those Dwarven Artifacts, all I seem to have gotten were vendor trash.
Stick to more stuff like Winter Palace. You got blasted in DAI for copypasting corridors on maps, not for the size of them. Narrow cities and halls are not necessarily a bad thing, it's execution that matters.
I also want to point out Jaws of Hakkon. I loved the whole story and lore vibe, but come on. The citizens. They virtually all looked the same. You need to have more visually distinctive populace and you want that populace interacting with your character in meaningful ways not just ambient dialogue.
Also, MODDING COMMUNITY. Skyrim would have flopped miserably if it released only on consoles. The base game is actually buggy and an incomplete experience. It is all the additions from the modding community which have allowed the game to flourish and live on past the main story.
With your new modding unfriendly game, and no support for a modding community, you've massively decreased the shelf life of your game. Player added content and scenarios is by far the biggest boost to shelf life and community any game maker can hope for.