I've been thinking about why DAI's sidequest and open world content was so poorly received compared to other open world games and I think it's a bad mix of a few things that I don't think MEA will suffer from.
In most open world games like Assasin's Creed II or Arkham City, combat is balanced in a way that if you get into a skirmish with a dynamically generated enemy, you can either run a way real quick or end the fight rather quickly. Plus, you can traverse the open world rather quickly. Or in Assassin's Creed's case, traversing the city is fun because, yay, climbing.
The way DAI's squad based combat is balanced with huge enemy health pools, if you run into a dynamically generated enemy, you might be stuck fighting it for 2+ minutes. Even if you're vastly overpowered compared to the enemy, it'll still take long enough that it feels tedious if you run into a few on your way to the side quest that you actually want to do. And the horse, unlike the Batmobile, only runs about twice your running speed. So, just getting to the elfroot or whatever can be annoying.
I don't think these issues are what caused the negative reception of DAI's sidequests, but maybe the tediousness put a bit of fuel on the fire.
From what little we can tell, MEA has a quicker vehicle, and if it combat is like ME3's, I don't think the repetition of combat will feel as tedious.
Speaking of open world games like Assassin's Creed and Arkham City, and staying more on topic, they do have obviously formulaic sidequest design, given that they have actual categories. They're less well dressed than Witcher contracts, but the variance in encounter design can be fun. I like Arkham Knight's open world stealth encounters and Assassin's Creed's various mission objectives (depending on the installment). I wouldn't mind if MEA did some sidequests like that, though I can't imagine what kind of quests those would be. But in the end, I'd rather have the combat missions with cinematic dressing that it seems most people ask for.