Definitely agree, but I am kind of liking it.
I see Skyrim vs. DA:I similar to FO3 vs. FO: NV. The formers were bigger and more-open world, but they lacked cohesion with the main story. It was an after-thought and you enjoyed all the side-quests but just finished the story to finish it. Ended on kind of a letdown...
FO: NV, rather, like DA:I, keeps you more engaged from a story perspective. This approach (IMHO) makes the game more enjoyable to me. I like the gradual unfolding of the world as you step through the story. It keeps me 'on the path' a little more and caring about the actual main-quest...
It strikes a good balance between a 'on rails' approach and a true, open-world title. I do agree that DA:I lacks some more 'meaty' side-quests. I really liked Iron Bull's quest as it meaningful and makes the user make an important choice. This is in contrast to some of the other party quests that are more fetch-type kills across multiple locations.
One thing I would like Bioware to do is change initiation of party quest-lines away from strictly 'approval' and more event-based. For example, in Baldur's Gate, party members would just leave if you didn't fulfill their quest needs. They need more of this. Your inner circle may join for approval or they join for their own benefit, and if you don't help them, they leave. This should really evolve...it also allows you to have more meaningful interactions, even if you don't see eye-to-eye. It would be great to see your party members flee and betray, for example, if you really tick them off.