I was more partial to the overheat system, it gave ME1 a distinct style of gameplay. That and I'm never fond of limited ammo in any game, realism and tactical gameplay be damned; I just want to have fun, and effectively unlimited ammo helps that sensation along the way. Stats being the only differentiation between weapons was a bit of a downside, though the copious amounts of equippable modifications and ammo definitely helped things out... though all those superfluous ranks for everything made managing the already awkward inventory system quite the annoyance, at least until you had the best stuff and could simply convert everything to omni-gel (and as a result, never have to bother with the hacking mini-game ever again).
When you think about it, the move towards thermal clips was handled fairly well with the in-game lore; still, there's no denying that the real reason was so that ME2 had more conventional (and to be honest, better) gameplay and combat. Seeing as this was coupled with weapons actually becoming more distinct, perhaps it was for the best. The removal of mods was probably the bigger problem, but that issue was addressed in ME3... if still somewhat limited compared to what ME1 offered. But seeing as ME3 not only kept the variety of weapons, but expanded up it? You can't complain too much about the lack of mod variety when the weapon variety more than makes up for it. A less cumbersome re-implemetation of weapon and mod ranks (by making them upgradable) was also a welcome addition.
And finally, something more of a tangential debate, but I preferred equippable ammo in ME1 to the ammo powers in the second and third games. It's just that powers seem limiting, as you can't switch between them freely regardless of you class and available powers. Meh, I guess it's not something really worth complaining about at this point.
When you think about it, the move towards thermal clips was handled fairly well with the in-game lore; still, there's no denying that the real reason was so that ME2 had more conventional (and to be honest, better) gameplay and combat. Seeing as this was coupled with weapons actually becoming more distinct, perhaps it was for the best. The removal of mods was probably the bigger problem, but that issue was addressed in ME3... if still somewhat limited compared to what ME1 offered. But seeing as ME3 not only kept the variety of weapons, but expanded up it? You can't complain too much about the lack of mod variety when the weapon variety more than makes up for it. A less cumbersome re-implemetation of weapon and mod ranks (by making them upgradable) was also a welcome addition.
And finally, something more of a tangential debate, but I preferred equippable ammo in ME1 to the ammo powers in the second and third games. It's just that powers seem limiting, as you can't switch between them freely regardless of you class and available powers. Meh, I guess it's not something really worth complaining about at this point.