How often did that happen though? And how often was it a especially beneficial strategy? I can't remember any instances where jumping on a ledge or flanking gave me a significant advantage. Most fights were on either relatively flat terrain or strict corridors. I even found it difficult to make use of higher ground because I couldn't reliably lock onto enemies below.
I'll agree that it was difficult to engage from above. It worked in action mode if you just wanted to use a basic attack (because that worked from everywhere), but as soon as you wanted to use an ability or switch to the tac cam, the character would abandon the position.
However, there were zones (Emprise du Lion is a good example) where parkouring up a mountain put in you in an unassailable location, so you could rain death down upon your enemies and there was nothing they could do about it (though, again, using the tac cam would often teleport you back to a location on a recognizable path, sometimes so far from the combat encounter that it would reset.
We're being a bit of a broken record here, but the problem isn't that there are collectibles and busywork, but that there are only collectibles and busywork. If someone gets pleasure from checking off those lists, go ahead, but it'd be nice to have something for the rest of us. I only suggest BioWare replace shards with better content (rather than have both) because it'd be less work for them for nearly the same payoff.
I disagree. Look at the Fallow Mire. Rescuing those soldiers was a proper quest, and it provided both tangible benefits to the Inquisition and had an easy roleplaying justification (unlike the mosaics, for example)
Most of the zones had a quest like that, and then you'd stumble across some of the other content on your way (like closing rifts, or siting camps).
Quelling the Blades of Hessarian on the Storm Coast is another good example.