A lot of people - myself included - have told that they didn't like how the ending was structured. Now I'd be interested to hear what kind of structure would have made you personally happy? grin
Lets leave out single storylines for awhile and instead talk about the structure in this thread.

Here's my list:

1. All of the companion storylines would continue during the Act 3.
Personally I felt that all of them just ended either in the Act 2 or in the beginning of the Act 3 (even the ones that you do have in Act 3 just abruptly stop after one quest). I wish they continued to evolve thoughout the Act 3, since all of them have very interesting dilemmas that are worth a story!

2. Gathering up the companions before the final battle.
It's a pivotal moment where we could build up the tension. I would have loved if the characters would have gathered around a camp fire one more time before heading to a battle that they really don't know if they are able to survive. I wanted to hear how they were feeling, maybe reflect the journey leading to this moment, words of encouragement for the whole group. Maybe resolve some of the companion storylines here. Have a meaningful romantic scene with the loved-ones. (Atm, if you talk to your party members during the final battle, they have reactive comments on the situation, and that's great! I just don't feel that it alone was enough.)

3. Narrative about our impact on the world.
I would have wanted to see the places where we had been and hear the narrator tell how our decisions altered the world. Not just the city but during the whole game. It would have given meaning to the decisions that I made during my gameplay.

4. Epilogue with the companions after the battle.
Some people probably feel the battle is the peak of emotional content and that the story shouldn't be dragged after it. Personally I anticipated the chance to gather up once more and having a closure to the companion storylines. I loved them and they were important to me. I felt that the cut scenes at the dock were hasty and sometimes random and the cut scenes after that were way too short and general. Instead I hoped to have an environment or environments where I could go to talk to the characters, have meaningful last conversations with them, make plans for the future and let go of this epic game in my own pace. It could have ended with me telling one of the companions that I'm ready to go now and then the final cut scene could have rolled.