Encounters were "complictated"? LOL. Yes, you saw how complicated they were in that same building on the UCWs. The citadel fight was a real confusing mess of press forward, mash the trigger and let frictionless materials and SPECTRE weapons solve your problems. The enemy AI that lives to charge you blindly and then circle strafe also made me feel like those fights were really complex. Toss in that since the core story mission fights were half in the MAKO and those were corridor fights with the moon patrol buggy your whole assertion is wrong.
You roll out overkill as not overpowered? In a game where the only thing limiting your ability to go on insane murder sprees was that your gun overheats and overkill, coupled with frictionless materials, allows you to by pass that mechanism. The only thing that limited overkill was your squad AI who were useless. CS by contrast is a low damage knockdown power and is hardly an instant win or kill on sight button.
Path finding BG was bad if you were in in a city with one street. It was bad when you were in BG1 and you were in a mostly open wilderness zone. It wasn't because of complexity of diddly any complexity, god help us Firewine Bridge, just made the path finding even worse and explosed how craptatsic it was.
Well, the encounters were more complicated than in 2 and 3, yes. If you compare the boss fight, Mass Effect 1 is more complex than that. If you compare for example the final fight against Saren he has... 4-5 moves? The ultra shield, the gat attack, the missles, the spider man mimic. ME2 guy just has a giant eye beam. ME3 isn't anything.
I do not recall the fights in 2 and 3 well, for I pressed the amazing button and they do not become issues anymore.
Firewine Bridge was not fun, but that was one zone, the rest of the southern Map was good except one of 2nd to furthest west forest zones and one empty rock zone.
Cloakwood, campaign great, Nashkel campaign great (outside level 1 of mines).
So good design is the result of developers not being able to program their AI correctly? Well, I guess points for a creative argument. That's not one I hear often, I will admit. I could do with less of that good game design, though. If I die in an encounter, it should be in spite of the Squad AI, not because of it.
I am repeating myself but the AI was not functioning at times due to more complicated encounters, whereas ME2 and 3 had simpler encounters and thus less potential for issues with AI.
Please explain how the same 10 maps repeated plus a few specially-made corridors for story missions
I do not explain this because it is not true.
The characters in ME1 were also significantly better than in 2 and 3 but I guess this would be somewhat outside the scope of this topic.