First is the voiced protagonist idea. Spoiler alert here, this game had nothing to do with the champion. The game's importance rested on Anders and how he destroyed the chantry causing a uprising of mages against the circle or whatever. That is what the game was about. The protagonist did not have to be voiced at all, but let me explain why i feel the voiced option is a bad one. DA:O did not have a commander Shepard clone as its main character and neither did Awakening, so they completely departed from the status quo of the series to give the audience something it didn't need. Also, a voiced protagonist means less dialogue options, because EVERY dialogue involves the main character to some extent, so instead of having a more branched dialogue tree you get a very narrow path you are allowed to take.
The dialogue wheel is just a garbage tool to streamline the choice system (for consoles perhaps i dunno) and the one DA2 had was even worse. It went so far as to add little stupid symbols just in case the player was too stupid to figure out what the response was implying. So instead of choosing a dialogue based on the actual words, without knowing how the NPC will react, you choose based on which reaction you want from the NPC. Someone whom can't read a word of english could romance any of the NPCs by simply knowing what the heart symbol implied. That in my mind is weak.
So that covers that the story was not about the Champions life or influence, which is my main complaint about the games bad writing of a plot that you seemed to skip over, and also the horrible implication of the wheel. As for the combat, I concede that i shouldnt have said 'dumbed down' but the combat is very different than that of DA:O. It is streamlined to feel better on the console (imo) and the dynamics of the game are changed so that combat is much faster paced and much more action/adventure than the first game. This did not bother me as much as the bad writing, but i didn't like how they changed it. For example, in DA:O when you killed someone there was a chance you did a short in game animation of the final blow, sometimes slowing the game down if it was a bigger guy, and left the body on the battle field to feel more realistic. This game took out all the in game death animations interactions and when enemies died, they blew up. That is a major indication in the tone and direction they took, which in my opinion was a shitty one. Also, in the first game, Normal felt like hard, but in the second game normal felt like easy.