I would agree, although I will point out that we might also be looking at previous titles with rose-tinted glasses. Companion banter in BG1 was very limited. In Mass Effect it was basically down to a few remarks in cutscenes or elevators. I do not recall much interaction between companions in DA, but there were a few dialogues for sure.
Even in BG2 companion banter or dialogue was limited to a few sentences over the course of 1-4 sessions, even if it was slightly impactful or tolerably deep. I recall Korgan and Aerie for example, which had about four dialogues where he constantly put her down until she snapped back at him, for Korgan to state that he just wanted to toughen her up for the world. That is memorable to me and I liked that, even though it really wasn't all that much in terms of quantity. I think Aerie in general had a lot of those interactions, some might not get anything. Generally I would also argue that the impact was bigger, because the game is paused in those instances and it just takes time to read and hence sticks more to your mind.
Here companion banter is always in-game without pause, meaning you might completely miss what is said, because the text disappears and you are kind of distracted with stuff. Yesterday I was in inventory and I only got what was said, because I save-scummed for a perception check. I would argue there are more lines in total, but they often play in one long sequence. For example, I just used Karlach in Act 1 for the first time, just to have all interactions thrown at me in the first minute, with everybody bantering with her. Not a whole lot has been said since.
There is also not a lot of interaction anywhere else, they might comment in dialogue, but nobody else makes a remark, and they never talk to each other. I really do not like that. Pathfinder games do it better here, especially since everyone takes part in conversations through their skills and everybody will usually voice there view. I recall in Early Access though that I thought companions were always critisising me in my decisions. I did not enjoy that much, but it was interaction at least and all that I wanted was to maybe have some approvement thrown in there as well, or general feedback and "penny for your thoughts"-interactions. Considering that the richness of the characters was, as it appeared to me, a selling point of this game, I do not think the result is optimal.