You can't do anything for that red templar in Suledin Keep though - literally no choice can be made there. And that's what people always complain about - "player agency." With Ruck, I felt immense player agency in deciding how to break it to the mom.
So for you it doesn't matter if the piece of a story in the quest is well-written, or appropriate, but whether we have choice? That's no less shallow than asking for better graphics.
I don't necessarily require a choice - I require for the quest or story to provide me something interesting, whether a a lore piece, an emotion, sympathy, revulsion, etc. I enjoy that whether I have or don't have a choice, so long as there's a place for it in the world and story. Of course, if a game presents something interesting through the choice, or it provides an interesting flavor, I'm very glad to see it - but I don't judge the element of a story predominantly on whether I can click on a few, oftentimes very inconsequential, options.
Plus, you're doing something dishonest - you're comparing NPC interaction that is not a part of any quest to a small, but complete quest with a variety of choices - well then why don't you compare it to a DAI quest with a choice? Even the demon (um... Choice spirit) one right before we meet the templar - do you get yourself virgins or riches and get Michel killed and demon (um... Choice! Spirit!) lose?
Ruck's quest wasn't bad by any means, but it didn't rally stick out much for me, because "pick 3 ways to inform someone about someone's fate" without it going anywhere... is not going anywhere. Aside from helping to headcanon HoF character maybe.
In that regard Dagna's quest is much better: she goes and works towards her dream regardless of Warden's choices - and I enjoy that, because it shows that Dagna is determined either way; a character in her own right. The strength of the continuation of her story doesn't really relies on choices we make back in DAO. Yet, if you help her in DAO, she has kind words to say about HoF, which is a cool thing to see.
It's the little things that add to the pile. Same way, say, a full quest to turn Crossroads into a legit refugee camp gives me more, both in terms of gameplay and satisfaction. Yes, a sole quest to catch 10 ram for a hunter who says 3 lines of dialogue to me may not be that interesting, but it's part of a bigger whole - if I complete the rest of quests, convince the elven healer I meet in Redcliffe to come and help and then help her stock the herbs, I help not just ONE person, but probably hundreds of them. And if I complete a full quest I get power, influence and money out of it, directly strengthening the Inquisition and its reputation. There are actually refugees and people we can meet all over the zones who have good words to say about the organization. And we have tons of such connected or inter-connected quests in Inquisition, aside form little gestures and quests here and there.
So really, it is very short-sighted for you to say earlier that people who either enjoy or understand the nature of quests in DAI do it only because of "better graphic" and care about nothing else.