Pushing aside people's complaints about your delivery, propositions, and eloquence (or lack of any of these things) aside...
I completely agree with you on (nearly) all points. The fuel and the mining are of irrelevant. They are chores born from the inability of one or more designers to equate the word "immersion" with game mechanics that actually entertain. At any rate, they don't take much time at all.
Overall, ME2 is a great game. I was not disappointed with the combat, environments, or mission designs. The introduction of the Collectors and subsequent revelations that they were once Protheans? Very nice.
Now, to address the main issue.
Shepard, once a galactic hero and icon, has been turned into a part-time vigilante, given a grocery list of lunatics hire, and barred from making any progress whatsoever in the one, true goal of this entire trilogy... to stop the damn Reapers.
The majority of problems brought up in this thread boil down to one thing. The narrative elements and the plot integration in ME2 are absolute garbage.
I'm not talking about the new characters and their personal issues. Seriously, I don't care for them. Nothing could make me care for them. Why? Because, in the scope of ME's game world, their "loyalty" missions or personal vendettas, their background histories, the skills they employ in the Suicide Mission, their very existence, are of little to no consequence. Half of them could be dead by the end of the game, and no one would miss them. We could have saved a lot of time by just hiring mercenaries.
There are obvious exceptions, like Legion, Tali, Mordin, Miranda, and - to a lesser extent - Grunt. Their roles are significant enough to influence possible events in ME3. Everyone else (as I've said so many times before) is nothing more than cannon fodder.
"Character development"? "Character-driven"? These are phrases that have been used in ME2's defense. Throwing in a new character and making the player go through a "loyalty" *assignment* (calling it a "mission" would be an insult to the word) in order to increase their chance of survival in the final stage of the game is NOT character development. Furthermore, the main character's agenda was all but left out of ME2. Being that this is supposed to be, at least in part, a role-playing game and we happen to play the main character, there is very little that "character-driven" about ME2. In fact, what little participation we are given in being able to shape the ME2 game world is limited to making decisions for other characters, instead of for the one we actually play.
Anyways. Enough of my own ranting. It's good to see that many other people realize just how much is wrong with ME2's narrative (or lack thereof). The good writers all went on vacation, and whoever was left at BioWare seems to have plucked ideas from soap operas instead of sci-fi epics.