I agree with what most of you have said, so I'll try to keep my suggestions short.
Powers:*Bring back
Overload! I would prefer this power over disruptor ammo in almost every combat situation. Aside from decimating shields, it should continue to temporarily fry enemy weapons in the blast radius and perhaps be upgraded to disrupt enemy tech abilities for a short time (much like ME1's
Damping ability)
*Also, remove
Ammo Powers althogether (assuming ME3 weapon modification includes customizable ammo types).
*
Tactical Cloak should last longer in general (from about 6-8 seconds in ME2 to roughly 10-15 seconds depending on how you evolve the power). I use
Assassin Cloak mainly for the damage boost, but 6 seconds is still not much time to manuever into a new position and engage a target. Perhaps a high-level
Tactical Cloak evolution would allow CQC Infiltrators to stealthily take down an enemy hand-to-hand and then re-cloak to track another target or slip back into cover (much like Kasumi's Shadow Strike but without her teleportation; the cloak would have a boosted duration to accomodate this).
*
Incinerate... I'm okay with it for now, but I think there could be better replacement powers, such as more "true" infiltrator abilities and less Engineer-oriented ones.
*
AI Hacking - I found this power too situational to commit many valuable XP points to. However, I think it could be modified so that you have the option to either hack a synthetic to attack it's allies or rig it to self-destruct in a crowd of enemies. Mobile assault turrets should also be fair game to hack. Reapers and husks are also cybernetic, perhaps
AI Hacking could disrupt their manueverability or cause some other complications.
*
Grenades - This has already been discussed in detail. EMP, chaff, whatever - as long as it disorients enemies long enough for me to close the distance for some CQC action I don't care what kind they are.
*
Assassination - I wouldn't mind seeing this become separated from
Tactical Cloak and instead become a unique power. Includes sniper-zoom time dilation and significant damage boost. I'll explain why in a moment...
*
Passive class Skills - The standard damage increases and tech/power durations work well enough. I would like to see more uniquely-defined (aka style-specific) class evolutions though. My examples:
*Sniper - Long-ranged combat, deals the highest weapon damage with scoped weaponry.
*
Infiltrator - CQC-oriented. Most agile, obtains the longest cloak duration, increased SMG/Pistol/Melee damage.
*
Saboteur - Tech-oriented, excels at eliminating enemy defenses and disrupting their combat efficiency.
...etc.
Combat Specific:*I personally would like to see the
automatic time-dilation in sniper zoom removed. It feels a little too dominant and reduces the challenge and fun of sniping for me. Maybe at least reduced to 10%-20% or so, that I could tolerate. If an
Assassination power were to be added, then we could implement the 50%-60% time dilation with the proper damage increase. That way, parties of both camps on the issue would be satisfied somewhat.
*By default, Infiltrators should deal more damage than Soldiers while sniping, even if the difference is insignificant.
*ME2's inventory of sniper rifles and SMGs is decent. Doesn't mean that I wouldn't enjoy some new ones though... Magazine capacity and the max ammo limits seem balanced to me. Additional
Shotgun training would make for some interesting scenarios.
*I think Infiltrators could use a slight agility/sprint boost, to set up better flanking manuevers and get into position more effectively.
*Stealth melee kills (cloaked or not) would be risky, but highly rewarding.
*I'd like to see sniper scope modifications to include thermal, night vision (if functional with the environment), and laser sights. I might be getting a little nit-picky, but I'd also like to see the aiming reticule in-scope to be improved upon to look more realistic (the crosshair itself looks awfully lame in ME2), maybe include a working distance gauge to add that effect.
*Lastly, I'd like Garrus to actually be able to hit targets consistently with a sniper rifle.