Well... no CRPG will ever have the level of complexity in character creation that you get in (some) tabletop games. Everything in a CRPG has to be defined from the start, you can't modularize it, so you'll never see a CRPG which has all the options that a game like Shadowrun had, for example.
The flip side is that CRPGs, because they automate task-resolution, can have far more complex task resolution systems without bogging down the game. Implementing something like the combat system in DAO/DA2 on tabletop would just be incredibly cumbersome, with all the calculations. This is one of the reasons why I liked Neverwinter Nights actually; playing D&D v3 on tabletop is pretty cumbersome, but when playing NWN the computer handles all those silly formulas for you and makes it much more fun.
The other thing is that CRPGs can have transparent task-resolution, which is really useful in stealth situations to make things tense and exciting, because you the player don't know if anyone has spotted you yet, and also in social situations.
Alas, transparent task-resolution used to be common in stealth games, but it's going out of fashion. One of my big beefs with Skyrim is the open eye for stealth. It takes all the tension out! Sneaking into the bandit camp is now just a matter of going into stealth mode, maybe going invisible, and then bumping around the camp knocking off fools until the eye opens. Then you run away, rinse, repeat. Back in the days of games like Deus Ex (which was tragically flawed in many ways but not this one), when you were sneaking, the only warning you had of being caught was getting attacked. Wouldn't it be better if the bandits, instead of giving you the Open Eye - Danger Will Robinson mode, instead started trying to stealthily signal to each other to catch you? That would bring back the old excitement that has been lost from so many of these games.
And transparent task-resolution has pretty much never been used in social situations (except in some downloadable modules for NWN, maybe some other games). Social situations in most RPGs now are just selecting from menus; if you want outcome X you have to select Menu Options A, G and J. Occasionally some skill or other is involved in conversations, but the games always tell you which skill it is and usually tell you what you need to have to get the "successful" response. Wouldn't it be better if the games actually responded to you based on your character? The DA games have some limited variation based on your character background choices, but I think it would be better if characters responded based on something else other than character history. I mean, say you're playing a beautiful character, maybe some NPCs might hit on you, others could be jealous. Fable managed the hitting on you part at least, albeit in a stupendously ridiculous way. But other games which feature romance options, generally speaking the romance triggers regardless of what your character looks like. I mean, you can use Dragon's Dogma to make a character that looks like this...
And you'll still have a true love picked for you, who might well be this girl:
It's sorta ridiculous. (I still love Dragon's Dogma anyway. It may be the most flawed CRPG in history but the avatar creation is amazingly powerful and it has something which sets it apart from its competition, which is to say it's exciting. Still, the English voice acting is possibly the worst in videogame history and the world is far too small. But the things it does well, it does incredibly well.)