I used Vanquish as an example because it was the most Science fictionie shooter that is mechanically distinctive from other games in the genre, based on my experience anyway. Level traversal is something not many TPS's have experimented with, I'm no creative director but I feel this would be the easiest avenue to experiment with to hopefully give ME:A's combat a unique feel.
As for ME merging powers & shooting, apart from sending peps flying with biotics I didn't find it particularly note worthy. The rest of the talent trees mainly consist of stuns & temp character buffs. Infiltrators can turn invisible but ME's stealth is non existent so it never felt satisfying for me to use.
IDK, ME3's combat focused more on moment to moment action than strategic planing before or during engagement. In ME2 & 3 even on insanity all you use your companions for is spamming abilities seeing as they are useless at anything else. Positioning them means jack & their guns do Fu*k all damage, that was the extent of squad tactics in my playthroughs anyway.
Fu*k it just steal squad control from Rainbow 6 Vegas, slap some rocket boots/ jet pack on everyone & call it a day
Powers allow you to mix up the gameplay beyond just gunning down everything in sight. They especially shined in MP where we got new abilities on characters that could heavily rely on power combos, melee, or grenades.
Personally, I find that much more note worthy than giving me a jet pack and letting me jump jet around the level.
It's also worth noting that Mass Effect doesn't really need to revamp its combat to try and stand out because it already stands out. If not for the unique blend of powers and gunplay, then for the story and characters. Even considering ME3's ending, it's still leagues ahead of your average shooter. That and it's a well established IP being developed by a well known developer.
Though your posts honestly sound less like "What can Mass Effect do to stand out?" and more like "Mass Effect should act like these other games I really like".