Fair enough. What do you want changed?
I never really thought about the perks too much or what could be improved. As you saw, I just focused on the stories. They felt different enough, even though that oft-repeated joke about "daddy issues" has some validity. Exaggerated, but it's still there.
If those loyalty missions are to be in ME:A again then let them at least have something to do with the story. So, not only character progression, but also story progression. Like I said before, playing a psychiatrist or father figure in those situations is OK once only. But yes, there were too many "daddy issues", for the lack of a better term. Something like Drack's example is more like it.
If the loyalty is not achieved then I rather wish they'd leave instead of nagging for the rest of the game. And like I said before, loyalty goes two ways. I've tried Jack and Grunt. Jack is unstable, I rather have her not around. Grunt is unstable too, but you can at least fix that. However, I have no use for Grunt. I rarely take him anywhere. He is supposed to be cool, but it's not my kind of cool. I rather he left.
You can argue that some don't have to be recruited, but in my first playthrough I want to give them at least a chance. So the options to remove them from the squad later would be appreciated.