This is just something I've run into with critiques with the game thus far. Usually folks point out that choices don't matter too much and there aren't that many of them in quests. I agree there are limits, but those limits aren't just conceptual, they are related to manpower and time.
If you have the modding bug like me, you like creating content for games you play. Some content is easier than other types: like new maps for a FPS. You only have to make the map and test it. Lots of fun.
Other processes are more time consuming and freakishly annoying to map out. Mapping out dialogue trees is one of those things. Try getting into a game like Neverwinter Nights content creation side and put together Bioware-style dialogue trees. It is perhaps the most time-consuming and tedious thing in the world. You have to keep track of every possible choice, where that choice can lead, what they choose finally does for the quest, and then track that choice through the rest of the game.
You can easily spend hours setting up a handful of NPCs dialogue trees if you do it willy-nilly, and slightly less time if you map things out before hand. But, either way its an incredible time sink that knows no ends. There's a reason I ended up just DMing conversations in NWN: it sucked up all the time I could use for more impressivve content like maps and mobs and traps, etc.
What Bioware has done with SWTOR and the dialogue and voice overs is impressive, and if they can keep it up over several years it will represent a masterful mastery of workflow that I'd love to get a peek at (I'm a Ph.D. student in Professional and Technical Writing, so I nerd out on workflows).
Just some thoughts and a response to a often-heard critique.