I want choices that allow Ryder to stab his squad mates in the proverbial back. I'm talking, KOTOR levels of evil here. Dragon Age Inquisition was sorely lacking in this. So was Mass Effect 3. Jade Empire nailed it though. Can't we go back to the good old days?
Make it happen.
Do it. Do it. DO IT.
Don't, don't, DON'T.
Jade Empire had one of the most disappointing moral systems of Bioware. At least KOTOR never pretends that the Dark Side is morally coherant, it merely gives a self-justifying ideology for sociopathy. Jade Empire sketched out an idea of Closed Fist as an austere and hard-hearted way to make people stronger rather than reliant, and then spent the game making it being about being pointlessly cruel and tormenting the weak everyone. The application and the rationalization had nothing alike.
I'd argue that Bioware's storytelling and moral delimmas have gotten better, not worse, as they've moved away from 'evil' ideologies. In Mass Effect, Renegade was at its most fun and popular when it was coached in greater-good/ends-justify-the-means/risk-mitigation justifications, not petty greed, racism, or unamusing cruelty. Inquisition didn't have pointlessly cruel options like DAO... and also didn't have the rather stupid-evil options that frequently littered DAO, like trying to kill your much-needed allies before you have any guarantee of a replacement (ie, Redcliffe, the dialogue path to recruiting Werewolves).
Playing a sociopath can be fun in KOTOR because the game knows what it's trying for and doesn't pretend it's good. Mass Effect frequently tried to cast it's decisions as different forms of morality which, while unbalanced, still could often be justified. The two styles don't mesh, and I disagree that the 'Evil' path of older RPGs was in any way superior.
A true RPG would allow us to be sadists if we choose to RP that way.
A good RPG, however, would make Role Playing choices that are interesting for more than just a tiny minority. Strangely, the opportunity to be a cruel, racist, short-sighted dick for petty reasons and marginal advantage aren't that interesting for most people.
Bioware is in the business of computer RPGs, which, among other things, are limited in their options. Typically, two or three. The good choices- the choices people actually spend time talking about and being impressed about and arguing for months and sometimes years later- have never been the 'sadistic' ones, where one option is nice and good and the spot is petty, vanal, and pathetic. The best Bioware choices have been when people can strongly argue the merits of the other side.
No one argues strongly for the merits of sadism. It's not merely unpleasant, but quite frequently boring and even counter-productive to those wanting an amoral, less-holy-than-though self-serving pragmatist playthrough because sadism isn't pragmatic. Sadism entertains the people who want to be sadists- it doesn't support the role playing of people who just want a less preachy alternative to nice and good.
Since Bioware makes cRPGs, which by your definition will never be 'true RPGs' since they lack absolute freedom, I'd much rather them focus on making a good moral delimma than something they'd never be able to make in the first place.