How does one measure RPG elements? Can you take out elements, and add? Just curious, and ofc it should have NONE!
How to implement RPG elements into an action RPG is more art than science. Some players prefer that stat management, point allocation (etc) be deep, complex and highly variable. To me it depends on the type of game you are playing. With the Mass Effect series, since player skill and dialogue decisions are suppose to play a significant role in the overall game play experience I personally feel that ME3's was a lot better than the other two. I felt the way weapon weight impacted ability cool downs made sense, I enjoyed the way the ability tree worked, how weapon customization was handled and overall thought the experience fit the game they were going for. Mass Effect 1 felt like the devs had a checklist of RPG 'Expectations' they slotted in whether or not they really helped the overall gameplay feel. Worse the weapons weren't distinct enough from one another. ME2 solved the weapons problem nicely and overall became more fun to play (to me) than it's predecessor but it was still missing a few things.
As for dialogue, I personally, in an action RPG, don't really like dumping points into persuasion or intimidate. In fact my preferred RPG dialogue system is what we got in Deus Ex: Human Revolution. Sure a Cassie mod made things easier, but even so you still had to actually read the people to figure out the best approach to get what you wanted. To me that is more rewarding than winning because I have points in the skill. Oddly enough TOR also get's this kind of right, when it comes to companions. It's not simply a matter of being lightside or darkside with them, there is an elements of determining who they are and what they like. For example, the Imperial Agent has a companion who seems like a warm and friendly old uncle. Turns out he's a ruthless bastard and genuinely likes it when you see right through his (admittedly well done) Bulls**t. As it shows you are not easily tricked. In fact one of his last conversations (if you earn enough influence) can have him say
Companion: "I must admit I didn't think to highly of you when we first met"
Agent: "As I recall, you were full of compliments."
Companion: "Yes...I am sorry about that."
Now, looking at other Action RPG's things are handled differently but in ways that make sense for the experience. The Witcher 3 has a lot of options, but limited space. So you can either have a group of skills you switch in and out for different encounters, or choose a core set of talents to improve that play to your strengths. Fallout 4 kind of throws up it's hands and says If you can get the level you can have it (which has lead to me not even bothering to play the main mission but do everything else in an attempt to become 'The Shortening of the Way') which makes sense as the game is one gigantic playground (A fun one to be fair). Wasteland 2 gives you an entire party to build and thus you can divide up the skills between them as you like, set people up to do specific jobs. The trade off being that your crew, are pretty bland when it comes to character interaction.
So yeah, balancing act. I don't, yet, know exactly what Bioware is going for with ME:A and that is an exciting thought.