I'd like to start this post off by saying that I think you've done an excellent job with the game. It's definitely worthy of the Elder Scrolls name, makes much more of an effort with plot and character than Skyrim and has tons of potential. However (and in large part because of all that potential) there are several criticisms I'm bringing up here in the egotistical assumption that the developers read this post and care what a random person on the internet has to say. So here goes.
The dialogue options, for the most part, are not so much dialogue options as they are auto-dialogue minus any cinematic value. The majority of the time you have one option and 'goodbye'. As 'goodbye' does not advance the quests, these aren't options. Nor are a list of questions for the NPC, unless you love people who speak at you instead of to you, for some reason. There were also times where I was told how I felt, such as feeling 'betrayed' during the main quest or having to play dumb to an obvious villain in the fighters guild quest line. Adding in flavour dialogue options in future for the player would really help enhance the role play aspect of the game significantly and create a personal bond between players and their characters and the NPC's.
For example, say you are given a morally questionable task to kill someone by your faction leader. Your options could be:
1. Yes, my liege. For the Dominion!
2. I don't like this, but I understand why it has to be done.
3. As long as I'm getting paid, consider it done.
They all lead to the same result, but help form character and motive in the PC for relatively little cost and development effort. Having branching dialogues where recurring npc's remember and react to your dialogue choices is even better, but obviously is more expensive due to voice acting and the development of whatever system tracks these things (though this would add a lot of depth to major recurring characters throughout the main and alliance plots). So PC roleplay dialogues is a significant start. TES games have never been strong in this regard, but as an evolving product TES Online has the potential to overcome the flaws of the main series and even surpass them and for me personally, this would be the most significant improvement for the game to make going forward for relatively little effort.
My second issue is with the level of high stakes side quests and alliance quests. I lost track early on of how many towns I saved from siege and how many doomsday artefacts I stopped from falling into necromancer/cultist/extremist hands. There is a big issue with tone and story pacing here, where quiet moments are few and far between and 'epic' moments come constantly and become indistinguishable and exhausting. It's a bit like catching the season finale of a show you don't watch, where you realise it's supposed to be dramatic and epic but can't appreciate what's going on because the plots and themes are unfamiliar and new. Furthermore, these plots are introduced and then over with so frequently that potentially fascinating lore and concepts are given no room to be developed to their full potential.
The side quests I do remember doing are things like helping the Nord cultural exchange or partaking in the festivities and drinking games of a village. The game needs more slice of life quests, more espionage and diplomacy, to give balance to the dramatic plots so when they happen they actually feel dramatic.
With all that said, I'll just reiterate that I think you've made a great game and I'm really excited for whatever content comes next. Especially if it has expanded player dialogues.