I disagree about Weekes being a strong writer of characters. He is a strong writer of the characters he cares about, but this often comes at the expense of the supporting characters, plots and general premise for his quests. Sure, Mordin is written excellently, but is Dalatrass Linron written well? She is cast as such a ridiculous hate filled old crone with no redeeming features at all, scowling and sneering, in a blatant attempt to get the player to side with the Krogan. In a quest that has you team up with 2 fan favourite characters who support the Krogan and the heavily trailored Krogran Princess, and the Salarians (who have a valid argument) have only 1 panto villain of a character to make their case.
Same in Inquisition. He clearly cares a lot about Iron Bull, Solas etc and lavishes his attention on them, but characters like Erimond and Clarel are a joke. Everyone who isn't the main characters and their allies are always portrayed as irredeemably stupid, and unreasonable. Complex situations suddenly get a vastly over simplified 'Side A can now win in 5 seconds, because they have a magic coin that lets them be the Win all the time against everyone - but now we have an even bigger, even more magical coin so we might stand a chance...' plot devices. The whole premise for the Grey Warden quest was the most contrived, artifical nonsense. Everyone who comments on the Warden's plan in the game, points out that its the most ridiculous, ill conceived plan they've ever heard in their entire lives. Summoning a horde of demons to search the Deep Roads for the Old Ones. The Deep Roads... that cover all of Thedas. And which are the place where the darkspawn live, who are always searching for the Old Gods. And they have also managed not to notice that Corypheus is back, despite the fact that what has going on has been appearing in the local newspapers. And an order of famed warriors somehow doesn't know the effectiveness of modern siege equipment... like they're some kind of anient anarchronisms themselves!
I know Weekes has a following, and I'm not saying that I dislike everything he does by any means. He does write some interesting party member characters (and some bad ones), but he gets too caught up in how incredible and cool and tragic and tormented they are. I find his quests badly plotted, big on spectacle (which he does extremely well), strong on party member interaction and importance to the quest (another highly attractive writing trait), but paper thin in terms of the actual premise (let's run to the big Salarian **** tower, massage the nuts with some hammers and spew that healing love juice all over their little Krogran faces). Amusing I suppose, but the idea that you can just cure the whole planet's worth of Krogran with this, is just handwavium of the highest order. Not to mention that the whole questline demonstrates exactly why the Krogan *shouldn't* get the cure (because they use a crisis to force the other races at gunpoint to give it to them). The Genophage *did* need to be cured, but for the galaxy to have any hope at peace, it had to come from the other races admitting they committed an atrocity and giving the cure in a show of goodwill. Letting the Krogan extort it from them, is the absolute worst way to proceed and leans heavily on the 'Oh don't worry - Wrex and Eve are such saintly, strong leaders that they'll keep the Krogan in line'. Please, not the messiah bullshit again...
Inquisition does something simllar with Leliana if she becomes Divine, where she becomes a bizarre kind of Mafia Don Pope. Everyone will be very nice and liberal to each other - or we'll have you killed. If Pope Francis completely rewrote the sections of the Bible that he didn't agree with, married a gay lover and used Mafia hit squads and secret police to silence anyone who pointed out that he was co-opting their faith for his own agenda... Well, that might not go so well...
The game is riddled with silly 'There's no way it would have gone like that' elements. The Mage Rebellion for example, where the mages decide to take an illegal vote on dissolving the Circles. Illegal meaning the Chantry and Templars hadn't agreed to abide by the decision and so there is no legal compulsion on any of the mages who voted to keep the Circles to obey this decision. What is to stop First Enchanters (like Vivienne does in fact do) from saying 'Well... those of you who voted for dissolution can all leave if you want, but as far as I'm concerned, my Circle is still open for business as usual'.
By voting to leave, what did they think would happen next? Public opinion was squarely against them, and if they leave the Circles they have to go somewhere else. But where? Are they going to try and take land from others?! The Dalish could have told them that isn't as easy as you think its going to be! And if the Chantry tries to force them back in line, do they press everyone into service as soldiers (as happened)? Whichever way you look at it, its a stupid, unworkable plan that has no structure or crediblity to it at all. And like I say, why would those who don't agree with it go along with it at all? The vote was basically 50/50, so peer pressure can hardly have been the reason.
DA2's final Act was rightly criicised for taking what had until that point been a sensible and well structured story and throwing in all kinds of craxy decisions and forcing Hawke and co to go along with increasingly silly plans by others. But Inquisition does this all the way through the game.