I'm not to concerned with quest mods, honestly. I've never used them for Morrowind, Oblivion, Fallout 3, Skyrim, or New Vegas. Besides, I'm sure with 13K lines of player dialogue to pick through, modders can cherry pick responses to fit most quest situations.
I'm surprised I don't see any mention from someone yet as to the reason Todd gave for having a voiced protagonist. He stated it was because of the focus on story. When asked what their biggest focus and improvement in FO4 was over previous games, he listed storytelling.
And yes, I think I'll get a lot more emotionally invested with the story with a voiced protagonist. It worked for Mass Effect and Dragon Age.
As for the 4 dialogue options, I LIKE the style of "Choose an intention, and then be surprised by the actual dialogue the player speaks." I don't like picking the exact wording and then hearing that exact wording repeated. It feels more dynamic and exciting to me, and lets me be surprised. As long as the intention of what I am choosing is clear, I don't care if I can't see the exact wording beforehand, and prefer it that way.