I never "farmed" or "grind" in DAI, I felt like my progression was mine and not forced, with a lot of optional stuff to tailor my playthough to my liking (of course your perception of the game could change if you think you have to explore and complete everything in one playthrough).
ME3 had the same "letter on a corpse" structure for a lot of meaningless side quests (a hundred times worse than DAI in my opinion) and nobody thought it was a MMO aspect. I wasn't impressed nor shaken by DAI open areas. I looked at it like a technical improvement of DAO/DA2 maps (the same but without loading times, predetermined roads, invisible walls or convenient deadends), which was again more reminiscent to me of Infinity Engine games "maps", as thematic as Inquisition areas.
I was pretty invested in the lore of Inquisition (more than Origins), so I managed to immerse myself in the story. As the first installment of the series, Origins had to be more explicit. I agree about Orzammar being a little gem in the series, and with Inquisition not having a single story mission on par with that.
Of course, comparing the two licences is relevant for BioWare "trademarks" (dialog wheel, characters, morality system, save import, romances and overall structure of a story/writing). But gameplay-wise (combat-wise) I don't think DA and ME can be compared, from the number of managed characters, to the rhythm of combat, to the type of weapons, leveling, strategies and level design...
I have a hard time seeing Inquisition influence over Andromeda, except for the sudden appearance, in the licence, of huge areas (...which was a thing 10 years ago in ME1), the sudden appearance of indivudual cooldowns (ME1 again), the sudden appearance and importance of crafting materials (which is a thing in every "open world" RPG now; and it makes a lot of sense in MEA considering the context) or the sudden focus on "less pause/less cover-based/more dynamic gameplay" (which already appears fully in ME3 MP).
Well, I can't see the DAI bits.
Inquisition was a a better iteration of Awakening in most aspects, in my opinion. I expect MEA to be a better iteration of ME1 (and from that perspective and in my opinion, that's a success so far).
_______
edit: about the trailer: I noticed a clever use of power combo in the end of the video. Ryder uses a turret's flamethrower then Pulls an enemy towards himself to be fried by the turret (Pull now can be maintened for a bit, apparently). You couldn't do that previously because Turrets and Pull were powers for distinct classes. Now that you can build your classes as you like instead of following the "adept/vanguard/soldier/engineer..." template, it seems like we'll be able to be more creative gameplay-wise.
If I understand correctly, the biotic shield seen in the "vanguard" segment of the video displays the use of a biotic shield which could be improved to reflect bullet or enemy powers towards the emitter.
Now Ammo powers are consummables (1 ammo consommable = 3 magazines are charged with that power). It gets more situationnal and I can already see how it will make MP more interesting.
Having several
mobile defensive powers (biotic shield, omni-shield...) is perfect to prevent what plagued ME3 MP: a lot of teams were stationary. So far the gameplay reminds me a lot of what I've seen in Overwatch.
_______
edit2: another Andromeda Initiative vid here:
https://www.masseffect.com/fr-fr/andromeda-initiative/training-hub/arks-and-nexus