No not really. Fewer choices that are weightier simply means the player will notice the differences their choices make easier. That can be untrue though. I mean you could have a person choose between a gun and a sword, then do the entire fight based on that. Alternatively, you can have them choose between a gun and a sword, and do a play-by-play of the fight where they choose what to do. The difference here is mainly the effort required by you though, but the player will probably feel more fulfilled about the second method, especially if they realize they can die if they make the wrong choice.
Diminishing returns is the issue here though. It's a ton of more effort on your part, with less and less return for how the player fells about each choice. Will what you have for breakfast change how you feel about killing a man? No, likely not, but then the real question is, does giving the player the choice of what they have for breakfast actually add anything to the game? The answer again is no, likely not. I'm not going to feel any closer to my character if I get to choose if they have cereal or oatmeal for breakfast, I'm not going to think I'm advancing them in any sort of meaningful way, and I'm ultimately not going to put much thought into the choice itself either.
I mean, you can simply say their character gets up and gets dressed, describing their attire, or you could step by step ask them every element of what they plan to wear, making sure to mention it whenever you describe them. Will they care about choosing every piece of clothing? Maybe, who knows, but at the end of the day it will cause you much more work, and it probably won't be more than a passing thought to them, adding little to the experience itself.
Though, maybe at the end of the day it's the length of the pages that bothers me haha. To me it just seems like less than a paragraph on a page = that person didn't put much effort into the choices, so why did they bother.