I get that, but you still haven't provided a convincing reason why it's inferior, boring, or in need of "tending" to beyond your deeply held conviction that it must be so. It's a different gameplay genre than what you enjoy. I believe you when you say that. That's not a good reason to fundamentally alter it.
Again, maybe you should come up with some better examples, because the lessons that they might take from those games - and the additions you have proposed - are flat out incompatible with the nature of the gameplay in this genre.
-Why should the success or failure of my character's powerful attacks be reliant on my dexterity as a player, inputting button combinations or responding to quick time events?
-What's the point of an agility stat if dodging is dependent on my reflexes as a player?
-Why should an archer's skill with a bow be dependent on my ability to aim as a player?
See what I'm getting at?
This is utterly subjective. Plenty of people don't think it's slow or boring. You said yourself that you've never played any of the older games, so I'm assuming DA is your first and only RPG in this tradition. Plenty of people enjoy or prefer that sort of gameplay. Adding action combat in the way that you describe would change it to its core - in a way that many players who enjoy these games might find really alienating.
I say why not change the combat system of Dragon Age? It will be a huge turn around and more successful if they have good story, good characters, great RPG elements and combat design that kicks ass. I just believe they can do better and I'm looking forward to the next DA to kick Witcher's ass, if they just have competitive edge to make games better than other RPG games. Buy anyhow to answer your example of what can they do to improve/revamp their combat system and what needs to be changed, I'll start with DA2 combat system because they've improved a bit and Inquisition's improved Class Specializations to have a unique touch of each class, but I think combat wise is that they can have a combo-based combat system, use motion capture for different fighting styles and improve movement to be fluid and dynamic for Warrior, Rogue, & Mage. I think they should have a similar layout combo-based button layout similar to God of War or Heavenly Sword. Here's my idea of a basic button system (PlayStation layout because I own a PlayStation)
Triangle- Heavy Attack
Square- Light Attack
O- Interact/Execute QTE
X-Dodge, hold X to sprint
L1- Block, tap to L1 to parry/counter
L1 + X,O,Triangle, Square- Weapon Abilities
R1 + X,O,Triangle,Square- Specialization Abilities
R2-Switch Characters
L2- Inventory Menu
L3- Activate Focus Power
R3- Switch Specializations
Left & right d-pad- change weapon enchantments/ (for mage class)change magic elements
Up-use selected potion/grenade
Down- Ping
Select- Map
Start- Menu
I'll get to class/specializations button layout in a bit because its a really long list.