To be honest though, I almost feel like that, in itself, should be part of what to expect out of a Bioware game at this point. If you go all the way back to Jade Empire - the first game they made where they were creating their own game mechanics instead of adopting a D&D/d20 system - that's a decade's worth of Bioware games, and the only instance where any of those games has been a straight expansion/refinement of its predecessor's mechanics has been Mass Effect 2->3. Other than those two, going from any Bioware game to any other Bioware game is more or less like going from Final Fantasy 10 to 12 to 13 to 15, etc, in terms of mechanics.
I mean it's definitely possible that their games have such inconsistent design principles because they're just flailing around wildly trying to hit some invisible moving target, but at some point I think you've got to start going in expecting that Bioware is deliberately electing to prefer new mechanics to updated/refined old ones.
Which is something that philosophically I totally respect and applaud/encourage, but unfortunately their designers don't really seem to be the sort who can do original mechanics for every game and get it right the first time (as opposed to, say, pre-Gen7 Tri-Ace, or for that matter even SE's mainline FF games, 13 notwithstanding).
Jade Empire never got a sequel. There are only two series they've made since, which are Mass Effect and Dragon Age. Mass Effect had basically got its gameplay down pat in ME2, while Dragon Age made a similar change from the first to second game, then made
an even bigger change from DA2 to DA:I. I consider Bioware to be an extremely reflexive developer, lacking a consistent core vision for these games. The reason DAI changed so radically was because DA2 was such a critical failure (and I believe it sold less than DA:O, although I don't have figures on me). ME2 was similarly influenced heavily by fan feedback and criticisms of the first game, but in both cases we get this weird malevolent genie situation where Bioware gives us what we asked for, but not necessarily what we wanted.
People hated the Mako, the inventories, the elevators, the barren worlds. So they removed the Mako, they simplified inventories down to an extreme level, removed UNC planets, and instead of elevators to mask load screens, we got a short "elevator cutscene" of a diagram of an elevator traversing. That last bit has got to be some kind of deliberate trolling on their part. They did nail the new shooting mechanics, I must admit, which was another thing people complained about. Rightfully so. Some time after ME3, a lot of fans started to get vocal about how they wanted all this exploration stuff back. And from the leaked info on the next game, it could easily go a bit "too far".
Inquisition was, on paper, the perfect new Dragon Age game. People complained about lack of scale in DA2? Ok, we'll give you all the scale you can ask for. You want exploration? We'll give you so much to explore your thumbs will be bleeding from pressing the search button. Thought it was too short? We'll pad it out with so much side content you'll just want it to end. Now I'm phrasing this is an overly malicious way, and I know they're not
really sitting there cackling to themselves (except maybe the Elevator load screen stuff). But it feels very clinical, or detached in a way. Like they've got these big reams of feedback and their mission statement is to satisfy everybody while also capitalising on the newest trends in game design and expanding their markets.
I don't think they're changing things because of artistic vision, I think they're changing things until they stumble upon the correct formula for that type of game, but they just haven't found it for Dragon Age yet. Although given the extremely positive critical reception for DA:I, they may choose to continue with this despite haters (i.e. me). I am indeed a cynical old man, and my interpretation is coloured by this. But at this point I'm really not giving them the benefit of the doubt. When Mass Effect 4 comes out and it's filled with this hyper-reflexive, exploration focussed design (where exploration equals finding ancient artefacts on planets, founding 5 outposts in every star sector etc) I'm going to be sitting here whining about that too.