There is no learning curve to those points. Putting points in Sniper Rifles makes at least a little sense because you actually use sniper rifles in combat.
Unless you earned those points using assault rifles. Or completing fetch or other quests. One of the problems inherent in systems that put all of the points in the same pool.
Capcom separated things out a bit in Dragon's Dogma. XP from quest completion and enemy kills go into the same pool for character level-up, but they use a separate pool of discipline points - earned only from kills - to purchase combat skills. The game also has an affinity system, where NPCs offer quests and rewards based entirely on your relationship with and dialogue choices with them individually.
I'm not even talking about ME2's seriously flawed system...
ME2's system has cost me a ton of time...
First playthrough: Imported an ME1 character, had plenty of blue and red options available, maintained the loyalty of all squad mates.
Second attempt: Imported the ME2 character again, had fewer red or blue options available, bailed when I discovered I would not be able to maintain both Miranda's and Jack's loyalty (I hadn't gotten to the Tali-Legion confrontation yet). And yeah, the passive skill that maximizes morality points is maxed for this character.
Third attempt: Imported the ME2 character and purposely chose most top right, paragon point awarding options. Avoided neutral options entirely, and very rarely made a renegade choice. Many play hours later, discovered that still wasn't going to be enough to keep both Miranda and Jack around.
Looked at the wiki and was reminded of the paragon / renegade point bonus available only from an ME1 character import. Clearly, ME2's system was designed and balanced around the expectation of an ME1 import. It's pretty sad when you need to
metagame to this degree and rely heavily on morality points from side content to get important options in key missions.
My canon Soldier Shepard gets 141 paragon and 64 renegade points when imported to ME2. I almost feel like I should re-play her to try to maximize those point totals - just so I can get the desired options in ME2. Yes, I'm a proponent for consequences with choices, but how they award and use P/R points is pretty arbitrary.
I really look forward to what they can come up with but I sincerely hope that they won't force us to 1) sacrifice combat effectiveness to get the dialogue options we want 2) pick either Paragon or Renegade option.
Systems that require point investment in non-combat skills usually give more points. ME1 also required investment in decryption and electronics to enable hacking and support mako repair - plus the Spectre skill - but I never felt starved for points to invest in combat skills. ME1 also allowed you to invest every single point somewhere, whereas in ME2 I've ended up with points I can't use because I need more to purchase the next level of anything.
DAO has a system where non-combat talents are completely separate from combat skills. A point toward combat skills is awarded every level, but a new talent is only available every 3rd level (iirc). 4 levels of Coercion are available to the PC, and the game uses that to determine which dialogue options are available. If you have enough Coercion, the game offers an Intimidate option (which relies on your primary combat attribute - strength for warriors, dexterity for rogues, magic for mages) along with a Charm option (which relies on the cunning attribute). I didn't think that system was so awful, but it went away.
DA also has an approval / disapproval system with each individual follower that impacts your relationship with each of them.
ME2's mess is probably the reason they did away with neutral options in ME3. Selecting a neutral option in ME2 is a wasted opportunity to earn those P/R points you desperately need to unlock content later in the game.