@Gtdef I don't see it exactly that way. Mass Effect 2 and 3 have a focused gameplay, it's about shooting down people, that's true enough. Saying it's just about moving from cover to cover and shoot the enemy is not a wrong assessment, but it's one that misses a lot of what is inside that gameplay. Stuff like different kind of enemies that have different defenses which will ask from the player different ways to take them down. The "magical" aspect of the combat also make it very distinct from others shooter, something you kind of acknowledge but I'd like to mention... different combinations of squadmates, a huge number of weapons and a lot of enemy variety.
Tatically it is very simple. You go, see the enemy and shoot them, but the shooting part has a lot of work. You mentioned Ass Creed, there is some tatical decisions that you can make but the swordplay is almost nonexistent. With the press of one or two buttons you can kill all the enemies... the parallel with ME would be that all the work in Mass Effect is precisley in the swordplay.
Essentially we are in agreement. Perhaps the word primitive was a bit more aggressive and send a different message than I intended. What I want to say is that point for point comparison, ME lacks depth and it wouldn't be a stretch to implement some of the more basic ideas of a pure action game while expanding on things they've done in the past.
I'll give some examples for ME game elements that they could expand upon. The collector base assault mission in ME2 has the concept of stealth, distraction teams, and holding the flank.
I don't see why this shouldn't be a more permanent gameplay element. When you go on missions, pick 2 teams, the main strike team and a reinforcement specialist team. You can go in the ground with Jacob and Grunt that rock shotguns and are good at assaulting defensive points, have thane/garrus on sniper duty so you can call them down from the shuttle to dispatch some enemies you will have trouble to kill without a sniper rifle and a hacker to handle, turrets, cannons and locked doors.
Then make the gameplay revolve around that. You will have to train your team in special operations, like assault/sniper/hacker and when you are on the ground there should be more enemies/turrets in better positions with rockets and other highly suppressive weapons that halt your progress, so if your team isn't equipped to deal with it, you call for sniper support and your hacker to hack the turret. And after you take an objective you call on your secondary assault team of defensive specialists like lets say samara/miranda to hold your flank. If they are not trained well or if you don't support them (for example you were forced to break the turret and you can't use it now) they get overun after a while and have to retreat, so you will have enemies pouring behind you.
It's still the same game. Thinking back to archangel recruitment, you do exactly that. Garrus holds the line while you deal with the infiltration team, if you leave a team mate with him, he lasts longer but you have to do extra effort to deal with the infiltration team.
These things already exist in the game. They are just too lazy to implement them. There is the odd mission where you can do something like that and you feel great cause you actually do something that a proper military force would do. How hard can it be to add a few checkpoints and add an animation for shuttle arriving and providing fire support.
For stealth, you can have the second assault team engage the enemy while you use a tunnel or something to bypass the encounter and if your team has high stealth rating then you can tell your assault team to retreat and none will be the wiser that you were there too. how hard can it be to add a secondary skill system for operations and have difficulty checks. The last mission is full of them. If you keep zaeed, jack and grunt to hold your flank, none will die because their collective combat rating is higher than the death threshold. If you don't then the lower combat rated characters like Mordin may die. It makes sense.
If they don't try something like that in a more permanent basis, this game will always be see enemy shoot enemy kill enemy with the occasional exciting mission. If it's succesful, then they will have an obvious course of action, to improve the more finer points of combat, like adding stealth take downs and silencers so the stealth team can progress better. Or add biotic abilities that assist somehow, like making a field that restricts sound.