I think that having basic responses like kind/neutral(sarcastic)/aggressive have predetermined spaces on the wheel is actually a good idea. A better solution, in my mind, is simply having better ways of conveying to the player what these lines entail. Since the character is not going to talk in single sentences every. single. time. like the Warden, paraphrasing is kind of necessary here, but upping the unpredictability, essentially making it a roulette game, will probably just make it worse. Just dump the morality meter and it's all good.
I mostly agree with this, except the morality thing in a way. The weird thing is that Bioware doesn't really assign morality, they simply assign an approach. The players themselves assign that morality to it by deciding that Paragon is the moral choice despite Renegade actions still being moral, just from a different perspective. It's kind of like when I read people complaining about DA2 using the same moral structure while it was simply the chosen tone. The actual actions were independent of the tone.
Also, I have genuinely never understood the argument that the placing of the dialogue should be randomized as that to me just sounds like horrible game design. When a player chooses the upper right choice in ME, they know they are choosing the paragon choice. They aren't doing it by accident, they are choosing the approach they wish to take. What exactly is the gameplay value brought by randomizing the location of different choices? What does it add?