Thematically BioWare is a hit and miss. They take fascinating ideas and often fumble with them, again in a way that I personally consider amateurish. Mass Effect, as a series, personifies this. Its strengths are fucking incredible, but as the three game arc progresses it regresses both the Geth and EDI to Pinocchio stories, fucks up the Reapers, and generally undermines its own potential.
I'll continue to defend the geth storyline as I have in the past, because I think in the context of the series it makes sense.
The geth in ME1 can essentially be thrown out. Little to no thought appears to have been put into their workings, they are generally undeveloped and nothing but minions to shoot at.
Starting with ME2 and Legion the geth become interesting. We get an inside perspective into the workings of their hivemind and why they believe their mode of being is superior to organics. But we also, in the very same game, get key developments and insights that call into question and even undermine Legion's position on his own race. We start with new insights into the ME1 geth, namely that they were comprised of a heretic schism that the main contingent willingly let go so that they could maintain their own consensus. It isn't until Legion's loyalty mission that we are introduced to the possibility that divergent opinion based on divergent experience is inescapable, and this is something Legion fears and even comments on being afraid of. The geth pin their hopes on one giant server to host all geth as a means of escaping divergent experience.
Fast forward to ME3 and the geth are in a crisis. Due to quarian aggression they side with the Reapers to survive and are fitted with Reaper code as a result. Now, recall our earlier ME2 dilemma where the geth as a species were at a crossroads. Either accept divergent experience leading to divergent opinion, aka individuality, or close the race as one entity. In ME3 Legion has changed his opinion, namely after experiencing the power and uniqueness of the Reaper code which he finds superior to the workings of a geth server. That combined with the necessity of the dire situation on Rannoch leads to the Reaper code permanently separating geth units into individuals.
I find the resistance to this development extremely strange, because to me it feels analogous to asking BioWare's writers to not have an opinion on the central themes that their characters represent. It's asking BioWare to pretend that the idea of a united consensus is something they see as equal in concept to individuality, which they clearly don't. I also appreciate this because I agree. I can see the argument that as an RPG Shepard should decide that for himself, but I suspect that's why BioWare couched the philosophical question within a desperate situation, so that Shepard's best option was to follow Legion's plan regardless of his personal feelings.
The geth's situation is also not really related to EDI's in the specific, and I think reducing both to the status of "Pinnochio stories" is exactly the sort of loss of nuance that you lament exists in BioWare writing to begin with. EDI's story isn't about individuality, first and foremost. EDI's story is about human emotion and understanding morality, as evidenced by virtually all her dialogues in ME3. When she asks Shepard why organics would willingly sacrifice themselves for others even knowing something to be a lost cause, we have insight into the central dilemma of her evolution over the game, and it isn't really all that similar to the geth dilemma except insofar as it highlights different aspects of the "synthetic vs. organic mind" subplot that carries much of the second half of the series (and, to a more shallow extent, Saren and Sovereign). That topic is so broad that it deserves different angles exploring it, which both EDI and the geth fill. That BioWare's writers, in both cases, assert that the benefits of individuality and organic existence outweigh the negatives is in my mind no deficiency in writing at all.
I also question the insistence that characters "behave and act like real human beings" which I take to largely be issues with dialogue but also perhaps with the malleability of the characters. To the latter I think it's fair to say that characters should be more independent of the PC and form their own decisions more often without the PC's input. On the other hand I think the Mass Effect series is a special case insofar as Shepard was almost literally a force of nature who got his way and time and again came out on top of impossible situations. To ask characters in the game to not follow his lead, and even his opinion, would be like asking actual humans in history to not follow historically great leaders despite being given many reasons for doing so. In games outside of the ME series (and KOTOR, too I suppose) you do see that resistance to the PC when it's appropriate. You see your party stand up to you in Jade Empire if you choose the Closed Fist to the point of needing to enslave their minds. You see characters turn against your PC in DAO and DA2 if you do something they strongly disagree with. You see characters leave the Inquisition or even turn against it in DAI, and the degree to which your PC is looked up to and even worshipped in DAI is a central component of the plot's main themes, explored and then subverted (I can't help but feel those who think DAI's main plot has weak writing haven't particularly thought much about the events of the game and much of the discussions within. It's the best debate and conversation about the role of religion in personal faith and society that you'll ever see in a game).
As for the dialogue, I find the realism argument to be only conditionally relevant. If you were to ask for a list of the great writers of dialogue for movies (the closest analogue to games), I think you'd find most of the dialogue to be unrealistic and and stylized to a high degree. I'm thinking here of Kubrick, Tarantino, the Coen Brothers. It's one thing when writers write in a way that's intentionally unrealistic, such as BioWare, and another when someone is trying to emulate real-life discussion and fails because they don't understand people, such as David Cage. Now, that doesn't mean BioWare always has a ticket out of people saying something is bad writing. There are ways to identify bad writing outside of the method in which it's conveyed. Incoherent character development is a pretty good one here, something that they haven't always been able to escape. Cliche lines are probably their biggest failing at the moment. I'm infinitely forgiving of quirky/odd character writing such as Sera because I think it represents originality and creativeness, but when they literally have characters saying "I have a bad feeling about this" then they simply aren't trying.
Anyway, to tie this back to the original paragraph about the discussion surrounding BioWare games, I don't think I've seen much if any resistance to your style of posting, EatChildren. Your posts are respected because you take the time to explain your PoV even if it's disagreed with and you always add something to the discussion. Unfortunately one of the biggest failings of internet discussion is the inability to differentiate negativity from criticism. They are totally different and have virtually nothing to do with each other. Negativity is about tone. Criticism is about content.