Kronner wrote...
It's not and it has never been in ME1 or 2. It is a shooter, not tactical game. Could it be? Sure, I wouldn't mind if done properly, but I do not think we will see such changes in ME3. I mean, I use pause only to switch weapons, I wouldn't miss that feature. Not many players even use it. This is why ME2 is not a tactical game, it is a shooter with some spice on top.
I have to disagree

I'll get back to this one at the end of my reply.
Agreed. More RPG stuff would be great.
Why not, sounds good enough to me.
Yeah, this would be fine, but it can be achieved by means other than gimping/splitting Charge.
Ah, we're getting to some middle ground at last.

But you keep bringing up this 'gimping' nonsense

No one wants to be gimped, but as it is, you're gimping yourself when you're trying to use something else (instead of Charge, for example). You said you like Slam-bombs, why is that? Are you gimping yourself whenever you use them? Does it gimp Charge in any way? Are you somehow forced to use Slam-bombs?
The answer to those questions is NO. Slam-bombs are not only cool, they are also effective - i.e. you're not gimping yourself in any way when you chose to use this option. Does this mean you have to use Slam-bombs? No it doesn't, you also could have Charged in (though a well-timed Slam-bomb can do more damage than Charge can in such a small time-frame - but you have to use squad to execute).
Having options that are (roughly) equally effective (as Charge) in certain situation is what I like to see improved in ME3 - preferably stuff that can be used, not only before the first Charge but also, while you're doing the Vanguard thing (which doesn't equals Charge btw, Vanguards are topnotch CQC fighters, Charge is only a powerful tool to help/improve CQC abilities). That's the point I'm trying to make all along.
Adepts are biotic CC specialist, they can chose to play like The Spamming Troll does (Sing-Warp-only); it's effective, but Adepts also have the choice to use Pull and Throw as well and using those two powers do not gimp Adepts at all - they have a couple of (roughly equally effective) options instead. No one forces anyone to use Pull & Throw - but one can use em AND still be a very effective Adept.
I generally like your ideas in that post, but most of them are a pipe-dream, I am afraid. The AI would have to be MUCH better to see even some of those ideas in the game.
Yes and no, any AI improvement is welcome, but a system similar to the one BW uses in DA works reasonably well - it's not something impossible imo.
I'm glad you do see some potential in a little more sophisticated form of teamwork. I'll keep it simple this time coz using concepts instead of a finished product does seem to confuse folks a little. I'm not a representative of the "Anti-One-Power-Spamming-Comite" or the "Let's-Gimp-Charge-Party":)
Let's say your Vanguard has teamed up with Jacob and Miranda. We're going to change Jacob's Barrier so it affects Shep instead of Jacob (you can use Jacob's Barrier on yourself). You Charge into a fight and things don't work out very well; a 'can't get a lock'-moment, for example. As it is, your Shep will probably die - but with the new and improved Barrier, you can press a button to get your barrier up instantly (thanks Jacob) and keep going. You also have Shep's cooldown ready, but since you already have your barrier up, you don't have to use Charge for regen which gives the option to use something else instead. Maybe you see 3 (clustered) enemies with one among them who has lost defense. You now have the option to detonate a Slam-bomb (with Miranda's help) to deal with those 3 enemies. Again, no one is forcing you to use Slambombs, you can also use Charge on those 3 enemies. Both options are (roughly equally effective) - no gimping whatsoever (and you can do it when you're deep into enemy lines).
Adepts are not build to withstand heavy fire yet it does not matter in ME2, whether you play CQC or hang back - the Adept will be losing its barrier all the time (and Adepts don't have powers to regen shields like Vanguards and Sentinels) - all enemies always shoot Shep. This limits to amount of casting (regular get into cover and wait for shield regen crap). This isn't right imo - Adepts should be weak, but they should not be treated like tanks by the enemy. With some small improvements / adjustments it should be possible to team up with Grunt and have him do most of the tanking (i.e. Grunt will be soaking up most damage / enemies will be shooting Grunt most of the time instead of Adept Shep) - basically the same thing as using Alistair in DA:O to draw the aggro away from your archers and mages.
This, again, does not force Adepts to use someone like Grunt to do some tanking - they can chose this option, but maybe going for a full CC squad (no tanks) can reduce enemy fire to make things manageable too (resulting in roughly the same level of effectiveness), or Jacob's Barrier can provide the extra protection you need/want.
The same strategy can be used by Vanguards; using a tank to distract enemies (and to reduce damage taken by Shep) will also reduce the need for constant (shield)regen which in turn frees time that can be used for other abilities (Slam-bombs and hopefully a lot more cool combos/abilities). Again, you don't have to use a tank if you don't like someone like Grunt - but without a tank you'll have to handle the extra damage. It also frees a squadmate-slot to bring another. One you do like and who provides different tools to get the job done (like Jacob in the previous example, extra CC, etc). I.e. there can be more than one road that leads to Rome.
The option to use something as simple as a tank will open all sorts of new options (for all classes). You could make the Vanguard specs more interesting for example. Choosing to be a Destroyer should greatly improve damage output but makes the Vanguard a little less durable (which isn't a real problem if you're using a tank anyway); the Champion spec should boost defenses (more health, more shields, better shield regen when using Charge, whatever) but damage will be 'normal' (less than a Destroyer). This gives player the choice between going high risk, high damage OR less risk, less damage, but better survivability.
Well implemented this should allow players to find their own balance between damage and defense. I would enjoy (and I think you will too) finding the best possible balance between damage and defense - how much risk are you willing to take to boost damage? What's the best you can do? Skill will be more important too, a less skilled Vanguard can start with high defense and when his/her skills improve (s)he can opt to increase the risk a little (and the reward will be faster kills).
Players can 'build' there own favorite Vanguard; someone who likes to spam Charge only can chose so - without any gimping. But another player can use a different build, less focused on Charge spamming but without having to abandon point blank shotgun range (something not possible in ME2). Options, choice and teamwork - no gimping
By the way, the bit about Mongols is a great read. I am a history fan as well. Thanks for sharing. 
LOL, yeah history can be pretty cool. I used this battle to illustrate how a couple of simple principles can turn the tide. Basically all (major) battles have been decided by simple yet highly effective details like in the Mongol example. Basic tactics doesn't equal rocket-science though there have been only a select few commanders throughout history who truly mastered the art of war. The Mongol commander from the example (one of my personal favorites) is the only commander who lead a successfully winter campaign in Russia. His army took Moskow by surprise - the Russians believed no one could survive the extreme cold, but the Mongols were used to extreme temperatures and used the cold to gain the advantage - they simply rode into Moskow using the frozen Moskva river to bypass the city walls.

These kind of small, fun, and potentially very effective details could make ME3 so much better. And to get back to "ME is a shooter, not a tactical game" - shooters can be tactical without ME powers. One of the things I liked most about Crysis was the freedom of movement. When an enemy base lay on your path you could chose to storm it head on, or simply move around it (though a bit boring). The large levels also allowed different routes to be taken; attack base form the south or east? Maybe the west offers the best route to sneak in unseen?
These kind of things are not that hard to implement and I would love em: Vanguard stumbles on enemy fortification, attacking from side A will expose the Vanguard to all enemies around > VG will take heavy fire using this side to attack. Attacking from side B provides additional 'cover' (like a high wall offering protection from one side) so VG will only be targetable by a limited number of enemies > much easier and probably a lot faster too (and 'tactical').
I don't believe major AI improvements (which are unlikely anyway) are needed to add a little tactical depth to the ME franchise; not too much though, we obviouly want to keep the fast-paced action. If I feel like commanding large armies I'll go and play Total War.