In particular:
Writing down note: choices must have later consequences in my gamesVery rarely though are you given a choice whether the best option isn't obvious, and I can't think of a single one that rebounded in an interesting way later on. There's nothing wrong with classic heroic fantasy and do-gooding of course, but here the shades of grey are notable by their absence rather than their intrigue, especially in the wake of other recent offerings like The Witcher 2 and Game of Thrones, where decisions constantly have huge implications. Here, everything remains insular, confined to its own bit of the story rather than being intertwined and paying off when you least expect it. At least, unless I was just unlucky.
Writing down note: a cast too big makes interaction too bland and character building difficult. Better use a smaller cast of characters!It doesn't help that the cast is ridiculously big for a group of people that you're meant to forge connections with. In BioWare tradition, new party members come thick and fast, but here you also have a team of up to four advisors with their own storylines, a castle full of people, a big board of operations and all kinds of distractions. It's just too much at once, with the inevitable result being that most of the team just ends up standing around waiting to be called on.
The game is surely going to be a good one of course. I am more interesting to observe it and see how I can avoid some problems that reviewers are pointing out already. And is reassuring to see that some of my choices (reducing the cast) seems to be good ideas