In that sense, stripping out the more complex character for a more simple one that operates much more under the assumption that the player will accept their help and therefore powers, makes sense. It's one less variable to track, one less event to risk getting stuck in the long rest queue. And I know from my playthrough recently, I was getting events what felt well out of sequence (such as Lae'zel confronting Shadowheart about the Prism... after we went to the creche, where it's very obviously supposed to happen before you know it's a Gith artifact and before it's ended up in your possession.) One of the biggest disappointments I had with release was that the long rest event system was so janky.
Yeah.
Because I love the complexity of the characters, and how much is available, I'm hesitant to say 'it was a bad idea to make this game so big', (in fact, I don't really want to say that at all), because I am really glad they went for complexity. Story is what I play games for and in some ways I do even wish it were bigger lol (the endings/companion quests). Having a game that feels so story heavy feels like a gift to me. But at some point you do kinda have to ask, 'with the way games work, is this *size* of choice really feasible from like a technical perspective?'.
To me, the story is wonderful (or at the very least has massive potential), but the system they built the story on top of was perhaps not prioritized as much as the story itself.