Countershots...are cinematics. They could be crappy cinematics, or whatever, still cinematics. And yes we need them. They are much better than as she said, two ants standing in the center of the screen while their dialogue is muffled by the ambient atmosphere. Which worked fine in Skyrim, an ambient experience, but not a Bioware game whose main advantage is story and character.
No, they're not. You're going to have to name an entire game "a cinematic" if you're just going to call a camera closeup one. And yes - camera zooming slightly to focus on two people talking to one another would be a cinematic too under your definition.
Cinematics are far more than that - if you pay attention to actual cinematics in DAO or DAI, you see the difference right away. The camera behaves differently, the environment becomes a stage - if you use cine-tools you'll note that they even use different lighting (completely out of nowhere) just to make faces or entire scene look better. The characters use far more specific and detailed gestures, to say nothing of way more nuanced expressions. It's not *just* a zoom in; the whole thing is designed, rather than automatic.
And really, I get why people would perhaps like to get closer to two people talking - I'm familiar with the language of the film and cadre to know that the closer we are to a character, the more intimate the scene becomes. Thing is, many of these talks we do in DAI are supposed to be very casual or expository - with some exceptions they aren't even supposed to be that intimate, or convey information that is supposed to feel more important than those bits they've made an effort to create cinematic for.
In fact, I find it rather jarring to see a counter shot where, say, characters are supposed to flirt, but they express nothing through their faces or body languages. Far more than bit more distance between camera and them - at least that distance helps to somewhat mask the fact that the characters just stare blankly at one another.