I had a response written up, but for some reason BSN is telling me that there is a not allowed image extension in the plain text.... 
Edit: Lol, it was the :usure smiley (second one) that caused the error message 
I reassembled this bit by bit, shifting the important part to the end:
>>Ok, you consider it to be a deus ex machina because you want it to be a deus ex machina.
1.: I don't want the Intelligence to be anything. 2.: What I want or not is basically irrelevant.
>>If take ME1 into account the logic isn't broken.
Says who? And more importantly: Why? Just look at Vazgen's thread again; at the extensive ME Lore knowledge and headcanon required to try to fix the created mess.
>>You really think that the team who worked on Mass Effcet 1 and who worked on Mass Effect 2 and 3 didn't understand their own logic of writing? You would say that a player knows better than the writer what they were doing?
Apart from being Irrelevant, I don't even know what this is supposed to mean? That the writers are in-fallible? 
Just looking at the things that don't make sense -thread is enough to notice that they indeed don't always follow the logic of their writing. What makes things worse for ME3 is the rewrite that seems to have happened near the end of production cycle, leaving thinly covered traces like the Cerberus Coup.
>>Oresteia has a happy ending thanks to Athena, while Mass Effect 3 has an ending which isn't happy or sad, it's both. At least we can all agree that Mass Effect 3 doesn't have a happy ending. Oreste's story is supposed to be tragic but it ends happily (everything is ok for Oreste and everyone else) while Mass Effect said to the player that Shepard would die (the dreams made it explicit!), and he died. The original ending insisted on a devasted galaxy, no feeling of victory, just people who survived the harvest, I don't see how it can be a happy ending.
Now you lost me completely: What does a 'happy ending' (or not) have to do with the Catalyst/Intelligence being a DEM or not?
About the Oresteia's 'happy ending': While I don't know much about greek tragedies, I believe they don't necessarily have to end in a bad way as long as there is enough drama (for the lack of a better word) in the play.
>>Just like I already said, it give the impression of a deus ex machina, it was written to create that impression, but it is not.
Are you saying the Catalyst was intended in to look like a bad design choice stylistic device on purpose? 
----------------------------------------------
Here are the more important bits:
>>Athena doesn't appear only in the end, while the A.I. does.
That was kindof my point: She is close to the story and the entire setting, but still considered a deus ex machina.
>>Athena changed the rules and acted to defend Oreste, while the A.I. do nothing except saying what it's all about, and telling about the choices. Athena is active while the A.I. is passive.
What stops it from being one is that it doesn't actually have anything directly to do with the resolution. Really all it does is appear, deliver a bit of exposition, then disappear. It has no direct influence (arguably even less so if EMS isn't high enough for Synthesis).
This is the what I see different:
Athena only came into action after she was implored to do so,
but it was the AI that initiated the transport of Shepard to the tower base. It acted in making them meet in the first place.
Presenting the End choices is also an action.
And as I already wrote, I find that the difference between presenting the only means to achieve something in a game and 'just achieving it' is rather negligible.
Without the AI, the game would literally end a sentence after "Nothing happens".*
(*Or require the crucible+citadel to work on their own, which they do not.)
About Athena being a game changer: Yes she is, but she acted within the cultural norms. The Catalyst is also a game changer of sorts, staying within the games (meta-)ruleset of allowing playerchoice.