Thank you. It's nice to seem someone making sense instead of "I should have all the options available all the time so I can be mean and nice at the same time!" I just don't get it.
If that's what you think most of the complaints are, then it's no wonder you don't get it. We want to be able to build our characters a certain way, and make certain decisions. We don't want to get BWare to make us suffer because we didn't want to fall into one of two polarized camps, the Paragons and Renegades. We want persuasion to be tied to a skill so we can choose to invest in it or not, as it stands "investing in persuasion" means forcing you to be full paragon or full renegade. That's a fundamentally bad design decision. So is a system whereby people are picking dialogue options that they don't really want to pick just because it's "their alignment" and they're paranoid about whether they'll have enough paragon or renegade for their persuades.
It's detrimental to roleplay in its current form. People don't want to be mean and nice at the same time, they want to be able to be mean sometimes and nice sometimes, depending on circumstances - I want to be mean to people who have wronged me but nice to my crew and strangers. Does that make me inconsistent? Nope, it makes me like a real person.
As it stands, my refusal to be 100% renegade or 100% paragon has meant that even in my extensive playthroughs, two persuades have never been open to me. The first is the one that allows you to recruit a certain character on Samara's loyalty mission, and the second is the one on Thane's loyalty mission where you're interrogating the guy.
You'd think that being neutral and somewhat impartial would make you more able to persuade people, wouldn't you? Since you can understand people's views and mediate?