Well, except that they generally followed the same order. Remember the fuss over the big choice in KotOR where the DS choice came at the top for once, and all the players who had clicked the top option for the entire game suddenly fell to the Dark Side?

No timer on dialogue. Real life events do come up. Like taking out the dog. Dealing with a child. Or spouse. All it does is force a save before every single dialogue and one simply reloads. It's a pain in the ass.
Yes no timers, and preferably the ability to pause dialogue/cinematics, cause life interrupts and reloading is a pain.
I've mentioned the paraphrasing as the primary problem with the wheel in my earlier post. I see discussion has switched to other aspects, so here's my take on it:
Morality indicators like Paragon/Renegade are too restrictive because in that case the story makes the decision about what is good for you and you can't disagree. They have to go completely.
I rather like DAI's system with attitude indicators plus perks. You can be stoic, sad, aggressive etc... and you can have additional options from several different knowledge perks. Combine this with "show complete text on hovering over an option", and you'll have a rather good character interaction tool.
This.
I like sitting down and thinking about how my character thinks and what they think is right or wrong and that can vary wildly across characters, morality systems are just an annoyance that get in the way of that. Even more annoying I when I myself disagree with them.
Plus when you insist on giving points either way in all conversations, which choice gives which points ends up being rather arbitrary and silly in a lot of conversations. There were an awful lot of conversations that dealt out renegade/paragon point over dialogue that had nothing to do with ruthlessness/compassion or ends-justify-the-means/idealism.
Leaning off the subject of morality systems..
I'm very much in the 'tone indicators and hover/click for full text' camp.