I went on my rant about that way back in the day. Dragon Age wanted to be dark or whatnot. Well, it kept giving us rosey ending options that were just as easy as the rest. Then just for the heck of it, denied a middleground option for Alistair/Loghain.
I'm a big thematic individual. And it was inconsistent on that. Is it meant to be about doing extra hard to earn your happy ending, despite the fact that the happy ending wasn't any harder? Or is about how you can't always win, despite the fact that you could more often than not and the only time you couldn't it simply felt forced.
It seems like that designer might understand my position. Third options (options outside the assumed in pursuit of a more ideal ending) need to be harder or else the first two become trivial. But I have a difficulty imaging a way to actually generate that difficulty. I thought the "rally the crowd" option in ME2 was simply silly. I don't think talking to a few more guys or being consistent is exactly earning it.
But off the top of my head, I can see ways. Make the player pay attention to detail and have hidden quests based on pursuit of those details. In that sense, maybe simply hinting that Mages could have helped Conner could have been viable and made that quest better. But I would have liked to risk something to pursuit it.