Probably some of the best Big Decisions Bioware's produced, not least because they didn't try and jam in moral-delimmas in a good/bad axis. Bioware finally got away from choices too big to be reconciled and found choices that allowed the players to role-play without being hammered with morality/emotional sticks for a 'right' answer, even in retrospect.
Bioware typically does two types of big decisions- kill someone or not, or be mean or not for some future threat. Inquisition broadly avoided those- there's no requirement of 'meanness' in Conscription vs Alliance, there's no retroactive clear 'best' answer for the decision to exile the Wardens or not, and there's no Golden Third Way for things like Orlais. People have things they prefer, but there's no equivalent to, say, Mass Effect, where Renegade justifications regularly turned out to be unfounded and outright counter-productive vis-a-vis Paragonism, where the nice route always ended up as good or better than cynical mean Renegades.
So yeah, moral choices. And that includes the companion quests, judgements, and even some War Table missions. Great opportunities for role playing.
Other elements I applaud-
-Solas. Not only is the character grand, the establishment of the next villain and conflict is good, and I hope Dragon Age continues to build on this tradition.
-Squad banter. Probably one of the best balanced squads in terms of personality play-offs. Something for everyone.
-Cassandra. 
-Sexuality as a part of character building. Not just the race and gender considerations (Solas, Sera), but also practices (Bull), character contrast (Cassandra), and some great reflection/banters from companions (Cullen). Even the rejections/turn-downs were great.
-Dialogue options. Most dialogue options were reasonable-ish, even if I didn't agree, and very rarely did we go down sociopathic meanness for angry/evil options. I felt the moral greyness of the world was developed a lot better when the dialogue options spent less on black and white and more on different nuances.
-Specialty dialogue options. Class, race, and perk specific? Keep, please.
-Customization quests and reflections. Good stuff. Not only served as world building, but also some character development by which companions cared for what.
-Big emphasis on art assets to tell lore. Probably unfeasible for the long-term, but some of the cooler aspects of the ancient history have come from looking at the art assets, rather than exposition dumps. Arrival was best at this, but using level design to tell a story is great. Crossroads were good as well.
-Effective use of themes such as faith, redemption, and even the merits of social order and approaches to reform.
-Planning how to use PCs for future games. The Warden's still kicking around, but the Inquisitor's got a good transition to non-PC status while still being a viable actor in the future.