Although a bit of change would certainly be interesting, Archetypes Are Good!
Speaking as long-time roleplayer, both PnP and computer, archetypes are easily definable ways of establishing character and setting. Of course, in pen & paper rpgs, you can more easily expand on the archetypes once you're comfortable with the basics.
This is a bit harder in computer games since there's no room for improvisation.
That being said, Bioware does a wonderful job of establishing an easily relatable setting with easily recognised and relatable NPCs, which is in the end mostly a backdrop for the main story.
Most of the times, they succeed making said NPCs so much more than their archetypes, if you read a bit into their behaviour and take the time to get to know them, although of course at times the personalities don't shine as much or subvert the trope as much as we could hope and want for. At other times, like Wrex as far as I'm concerned, they go far beyond awesome.
Its a bit of a hit/miss thing I suppose, some characters just don't shine as much as others.
On the the other hand, Bioware games usually have a large handful of NPCs, so there's bound to be something for everybody. After all, you're not necessarily supposed to like EVERYONE you hang around with to save the world/galaxy.
On the note of Mass Effect being a Star Wars rip-off, I honestly saw it more as a Star Trek/ Lovecraft inspired story and not particularily rip-offy. Kind of like the Borg meets the Great Old Ones, who will rise when the stars are right from beyond the comprehendable universe and harvest all insignificant lifeforms for their lunch or whatnot