It's already proven that a CPU and a brain don't work the same way. If you can see that or not is irrelevant.
They don't need to work the same way to produce similar outcomes when viewed from the outside.
And we also don't need the CPU to behave as players would. A strategy game isn't betterwjen played against human opponents, just different. Why can't the CPU behave differently?
I want to implement the rules the same way, not the player behaviour. Ideally, at some point, we'll end up with fully interactive environments where we can do what we like even if the developers didn't foresee it. But a major stumbling block there is that the developers have to be willing to let us break the game. Bethesda took Levitation out of the TES games starting with Oblivion, because we could easily break the game with it. That was, in my eyes, a mistake.
They should not be trying to protect us from ourselves.
My criticisms have nothing to do with voiced protagonists.
But mine do. The silent dialogue more closely resembled real world conversations than the voice dialogue does. By voicing the PC, BioWare managed to make their CPU behaviour less human-like.
There will never not be room to improve. My favourite game of all time is Half-Life 1, and I can come up with criticisms for that game too.
Of course you can. I can do the same with games I like.
I try not to do that, however, because criticism of a game tends to be interpreted as criticism of every aspect of that game. Note how BioWare ran away from everything that made DA2 DA2, but some of those new features in DA2 were good features.
A character in-game shouldn't be aware of something that is out of game, which includes things like the actual numbers and the dice rolls and the fact that they're a character being controlled by somebody. Unless of course the game rules state that characters are aware of such things.
Those numbers have a direct in-game effect. What evidence do we have that they don't exist in the game?
How about experience points?