I only sorta have to agree with the dialogue wheel because the concept is all fine and dandy, but with Bioware's variant (have yet to compare it to someone else's version) it often happens my character says something completely different than I expected him to say - and that often causes trouble. I also don't like that the answers are very blatant the "good", the "bad" and the "neutral" answer, morality rarely is a black-white gradient, but apparently Bioware can't convey that complexity - at least not for me. Hell, they could even make it so that the player holds a button during the conversation, button 1 for automatically selecting the good answer first, button 2 for the neutral one, etc.
Maybe part of this dislike also comes from BioWare's character animation. I'd rather stick to Morrowind's dialogue options and imagine the acting than actually seeing it and breaking my legs in the uncanny immersion-sucking valley.
I don't actually think regenerating health received a lot of praise, but maybe I've been listening too much to The Escapist forums and Yahtzee here. Personally I strongly dislike it. Whenever I'm down to 1 HP it's like adrenaline activates and suddenly nothing can stop me till the end of the level, I think more strategically, my aim improves, my reaction time shortens, it's amazing and /tense/. A feeling that regenerating health cannot accomplish for me.
The exception to this is regenerating health ála Dark Project. Yes, Dark Project did indeed have regenerating health. It activated when drinking a health potion, the health of the potion wasn't applied instantaneous, but slowly over time, making it impossible to rely on the potions in tight situations. And that's good, that forces you to think different and be more careful. Games that challenge your brain without making it obvious are always welcome.
Now for something original - and debatable - lack of cutscenes. Of course it would be ideal if there were no cutscenes and the game could just flow, but often when developers try to rip out cutscenes, they fail and the player character is forced to watch something unfold before their eyes and can't leave the room or whatever until the de-facto-cutscene has finished.
Cutscenes where cutscenes are due. Cutscenes aren't inherently bad, you just have to find the right execution and time for them. If you're stuck with just the vision of your own character, that narrows down the possible decisions for the writer that might want to jump to the other side of the conflict to flesh out the enemy or something. Pretty cutscenes can also work as a reward after levels. If they're prerendered videos they can also be extremely pretty without straining the hardware.
Something that bugs me a little: Playing through the game on an unlocked difficulty. It's optional, so I can just say I personally don't enjoy it, it's not like I want to kill the feature. It just sometimes gets a little frustrating when you get an unlocked extra you want to try out, but - and that's my problem with this - the freshness of the game is gone and it's not that fun to play. When I played through a game, I usually don't touch it and often even uninstall it, play something different and at some point rediscover the game and it recovers some of its freshness, maybe I can even see it through different eyes after all this time. But more often than not I'll have uninstalled it by that time, so the unlocked difficulty (or whatever extra the game gives you after it has finished) is already gone.