As I posted in another thread about your decisions, I'll post here what I said there:
I really feel that people have unrealistic expectations when it comes to how much your decisions can matter in future games.
It is incredibly difficult to craft a narrative which allows for players to make several decisions - and to have those carry on for 3 games in a row. By the third game in the series, the flags are easily beyond a hundred. At some point, they had to bring it to an end, otherwise it would just spiral out of control. Andromeda is a good place to do exactly that.
Another thing Bioware has to consider in the new player experience. It would be amazing if they put in a million links to previous games, we all got to see our favourites return, and the game was one long citadel-style fanservice mission. But that would suck for new players. Wiping the slate clean will make MEA the most accessible ME game since ME1. I, for one, am interested to see where they go with ME and what new things they can offer, and I do not want to see the same characters, the same political and cultural issues, the same everything. That setting is done, those conflicts are resolved, the galaxy is literally smashed apart with the detonation of the mass relays.
And, let's be honest, none of us expect MEA to be a standalone entry. It will likely be the start of its own trilogy. So, could you really have branching narrative paths with dozens of unique flags each, game after game, for 6 games? If you use a save editor you can see that by ME3 the amount of flags for dialogue and choices were numbering beyond 100. Could you imagine how many there would be by ME5 or 6, the amount of work that would go into writing, coding, voice acting, animating etc. just for those branches, and how much of that would be wasted, when most players, by the time the 6th game rolls around, aren't going see like 4/5 of that content, nor will they go all the way back to ME1 just to have different decisions? And this is a company who said they wouldn't do origins for Dragon Age because they felt that not enough people played through enough of them to justify their expense.
I played a game a while back called the Yawgh. It had a cool art style and an interesting story but it had so many branching paths that the game could only be 10 minutes long. That, and I myself tried to write a couple of simple narrative games with branching paths and player choice, and that was when I realised how difficult making branching narratives really is. Cut Bioware a break here.