Speaking of enjoying Awakening, I enjoy this post utterly sh*tting on it from the IGN boards after I questioned the same person for comparing it to Persona 3
"My main problem is that IS had to build the game around being a DLC platform. For that they needed to gimp the progression system and add a postgame, but they also needed to make DLC attractive to people in the middle of the campaign since the attachment rate would plummet if the DLC was postgame only. To me this paints the difficulty spikes and skirmish grinding as a decision made for monetization and not gameplay. The skill system is a hollow shell of what it was in previous games, being a gotta catch em all grindfest where instead of spending a rare item on a unit (or having units that come with powerful skills already), you level units the exact same way a bunch of times to get skills that range from useless to game breaking. I would much rather manage a finite number of skill scrolls like in Radiant Dawn than play Fire Emblem meets Final Fantasy Tactics Advance: Minor Upgrades Edition.
As for the supports, it really comes down to the fact that Awakening's setting is about as interesting as watching grass grow. The single quirk characters had a single quirk out of necessity. There was no meaningful way to connect most of these guys to the already terrible plot. So instead of characters acting like people, they act like parodies of themselves. The Chrom/Sumia support was lemon stealing whores levels of self aware. That would be fine and all, but it's kind of difficult to appreciate no one taking things seriously when the rest of the series is about people being swept up in wars. They wanted to have a serious plot, but they also wanted to make jokes and parody the series at the same time, and they expected one to gel with the other and it didn't."